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Thread: Any new developments on .rigid_model_v2 file type?

  1. #1
    The Great Khan of Rome's Avatar Civis
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    Icon5 Any new developments on .rigid_model_v2 file type?

    I'm just curious.

  2. #2
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Any new developments on .rigid_model_v2 file type?

    Depends what you mean?
    Mr.Jox of Rise of Mordor for TW Attila has created a rigid_model_v2 converter.
    http://www.twcenter.net/forums/showt...Converter-v1-1

    In the past day or two, modders have worked out how to import custom models into Total War Warhammer, but there's a possibility it'll be shut down by CA/Games Workshop.



  3. #3
    The Great Khan of Rome's Avatar Civis
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    Default Re: Any new developments on .rigid_model_v2 file type?

    Assigning textures without a HEX editor?
    Last edited by The Great Khan of Rome; December 23, 2017 at 08:49 PM.

  4. #4
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Any new developments on .rigid_model_v2 file type?

    Why'd you need any new development on RMV2 format for ROME2 when I've explored like the whole file format here
    The page doesn't contain everything I've explored but all the needed info you want is out there.
    Want to assign textures without hex - download my tool, convert your asset, import it to 3ds max, create new material with desired textures, apply material onto imported mesh, export envelopes in skin modifier, remove current skeleton and import->merge vanilla skeleton from ass.kit (still sure you don't want to use hex?), load saved envelopes to new skeleton (presumably adding all bones that were previously in that modifier from the new skeleton), export -> convert with bob.
    As you can see hex editting is way more easier but less flexible.
    Last edited by Mr.Jox; December 24, 2017 at 02:32 AM.

  5. #5
    The Great Khan of Rome's Avatar Civis
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    Default Re: Any new developments on .rigid_model_v2 file type?

    Can you make a tutorial on that one day? It would quite helpful. Also, what about new animations? Can you point me to a tutorial about that?

  6. #6
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Any new developments on .rigid_model_v2 file type?

    The problem with all that sort of thing is simple: people don't want to bother with such complex things and they would rather make one more ontop of million previously made "unit mods" where they simply combine different vanilla parts and mods of that kind. It makes complex tutorials become not interesting and attractive to most modders and so people who know how to do this is simply not interested in making such tutorials as how to modify rmv2, how to bring brand new skeletons ingame, how to bring brand new animations and entities ingame. People just talk how not moddable Attila is and they forget - the only thing you can't mod is audio/video(for now) and campaign. But even for campaign there are people who know how to move settlements, change borders and more.

    In other words, no there is no tutorials how to do that

  7. #7

    Default Re: Any new developments on .rigid_model_v2 file type?

    Quote Originally Posted by Mr.Jox View Post
    there are people who know how to move settlements, change borders and more.
    Who are these people?

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