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Thread: RMEditor [bone_table export,experimental, in next version]

  1. #41
    Civis
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    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Here's what I get, loaded in Blender: https://i.imgur.com/poJTqxu.png
    Besides the attachment points, Do the the animations work in Blender? The versions of Blender I have tested it with do not load the .DAE files properly, although I have not tested with the newest version. Does the new version of blender actually play the animations?

  2. #42
    Civis
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    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Also remember this IS a preview BETA version, it is not finished, but I am happy that all of you report issues, so I can fix them

  3. #43
    Civis
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    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Here is a demo of the new Warhammer II Direct3d 11 shader (The program's renderbox, not 3ds) it will be included in the next update.
    It is an almost complete rewrite of the pixel shading code for WH2. (Models+textures: Total War: Warhammer II)
    https://youtu.be/IEwR0uQZqN

    Last edited by Leonardo; January 19, 2020 at 03:11 PM. Reason: YouTube tag added.

  4. #44
    Civis
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    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Quote Originally Posted by ChaosRobie View Post
    Here's what I get, loaded in Blender: https://i.imgur.com/poJTqxu.png
    The green circle is where I would expect to see the turret's attachment point, but nothing is there.

    I also tried the Tomb King's chariot and it appears to be the same story - there's nothing where the riders' would be attached: https://i.imgur.com/SgkIGhp.png
    This is how that chariot looks in 3ds Max 2018 (Student Edition, Free), I just extracted it now:
    Is there still stuff missing that you know should be there?
    (original size: https://i.imgur.com/4fseJO7.jpg)


    If there are known attachment points missing, I would very much like to have the name of those, so I can check if there are errors in the exporting code, and in that case, fix it

    The WH2 exporter code is quite new, so it is certainly possible. Also, there are some additional attachment points in the RMV2 model itself (as opposed to on/in the skeleton), I can take a look there?
    Last edited by phazer; January 08, 2020 at 07:03 AM. Reason: ...

  5. #45
    Civis
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    NEW VIDEO, PBR METAL/REFLECTIONS
    Here is a new video that demonstrates the new PBR metal in the render box, only the normal map is used here, no other textures, the metal is calculated. Model with reflections can now be draw more accurately. This is also for the unit editor I hope to begin coding soon.
    https://www.youtube.com/watch?v=AzzSeYHmv98


    Last edited by Leonardo; January 19, 2020 at 03:12 PM. Reason: YouTube tag added.

  6. #46

    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Quote Originally Posted by phazer View Post
    This is how that chariot looks in 3ds Max 2018 (Student Edition, Free), I just extracted it now:
    Is there still stuff missing that you know should be there?
    (original size: https://i.imgur.com/4fseJO7.jpg)


    If there are known attachment points missing, I would very much like to have the name of those, so I can check if there are errors in the exporting code, and in that case, fix it

    The WH2 exporter code is quite new, so it is certainly possible. Also, there are some additional attachment points in the RMV2 model itself (as opposed to on/in the skeleton), I can take a look there?
    I've tried it in 3ds max too. Here's what I get: https://i.imgur.com/XJopA4H.png
    I appear to be missing the horses and passenger.

    For completeness, here's what I've been doing:
    1. Using RPFM open warmachines.pack
    2. Extract warmachines/chariot/tmb_basic_chariot/tmb_basic_chariot_01.rigid_model_v2
    3. Open tmb_basic_chariot_01.rigid_model_v2 in RMEeditor (version 0.5.1a?)
    4. File -> Export .DAE With Skeleton+Animations
    5. Wait a bit for the relevent animations to be found
    6. Click on wm_tombchariot01_stand_01.anim
    7. Click Export .DAE
    8. Open the .DAE in 3ds Max 2018 Student Version

    There is also some confusion over the RMEeditor version I'm using. The download above and exe filename says its 0.5.8a, but inside the program it says 0.5.1a.

  7. #47
    Civis
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    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Hi, it turns out that some models (very few) have more than one skeleton stored in the game data files, so for the next version there will be a feature where you can select the skeleton you want to use. The program still selects the one the will work, but you have the option to choose another skeleton, if there ARE others.


    Thanks for bringing this to my attention

  8. #48

    Default Re: RMEditor [UPDATE SOON, NEW PICS]

    Quote Originally Posted by phazer View Post
    Hi, it turns out that some models (very few) have more than one skeleton stored in the game data files, so for the next version there will be a feature where you can select the skeleton you want to use. The program still selects the one the will work, but you have the option to choose another skeleton, if there ARE others.


    Thanks for bringing this to my attention
    Phazer! so you did figure this out after all?!


    This is what i was asking for on page 1 of this thread lol

    My Mods
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    TW Arena Campaign Generals (R2)
    Achilles (2018) mod






  9. #49
    Civis
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    Default Re: RMEditor [bone_table export,experimental, next]

    In THAT version is it just the joint NAMES, BUT I have made a newer version that make actual .bone_table files.
    Many of these go through BOB without any issues...but some might need a bit of editing.

    // *******************************************************
    // RMEditor 0.7 Bone Table Export
    // *******************************************************


    // Skeleton:// "humanoid01"
    // Bones Defintion


    // version info
    version=1
    reference_skeleton=true
    cinematic=false


    // <bone_name> <bone_type> <sort_order> <optional flags>
    animroot, BT_ROOT, 0
    be_prop_0, BT_FLOATING, 1
    be_prop_1, BT_FLOATING, 2
    be_prop_2, BT_FLOATING, 3
    be_prop_3, BT_FLOATING, 4
    be_prop_4, BT_FLOATING, 5
    be_prop_5, BT_FLOATING, 6
    root, BT_CORE, 7
    spine_0, BT_CORE, 8
    upperleg_left, BT_CORE, 9
    upperleg_right, BT_CORE, 10
    lowerleg_left, BT_CORE, 11
    lowerleg_right, BT_CORE, 12
    spine_1, BT_CORE, 13
    foot_left, BT_CORE, 14
    foot_right, BT_CORE, 15
    spine_2, BT_CORE, 16
    clav_left, BT_CORE, 17
    clav_right, BT_CORE, 18
    neck_0, BT_CORE, 19
    toe_left_0, BT_CORE, 20
    toe_right_0, BT_CORE, 21
    head, BT_CORE, 22
    upperarm_left, BT_CORE, 23
    upperarm_right, BT_CORE, 24
    lowerarm_left, BT_CORE, 25
    lowerarm_right, BT_CORE, 26
    upperarm_roll_left_0, BT_CORE, 27
    upperarm_roll_right_0, BT_CORE, 28
    hand_left, BT_CORE, 29
    hand_right, BT_CORE, 30
    lowerarm_roll_left_0, BT_CORE, 31
    lowerarm_roll_right_0, BT_CORE, 32
    finger_index_left_0, BT_LEFT_HAND, 33
    finger_index_right_0, BT_RIGHT_HAND, 34
    finger_ring_left_0, BT_LEFT_HAND, 35
    finger_ring_right_0, BT_RIGHT_HAND, 36
    thumb_left_0, BT_LEFT_HAND, 37
    thumb_right_0, BT_RIGHT_HAND, 38
    .....(continues until last bone)

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