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Thread: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

  1. #1
    Civis
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    Default RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)


    RigidModel Editor v0.2.1.BETA

    Download here:
    >>>>
    https://www.twcenter.net/forums/down...o=file&id=4466 <<<<

    (This tool has 3K -> .DAE support)
    This the first preview of my new tool RigidModel Editor, it can change info and textures/folders in .rigid_model_v2 files, it can export them to Collada (.DAE format) for editing in 3d studio/maya/blender and so on. It can also export "Three Kingdoms" .rigid_model_v2 to .DAE (no other tools can do that at the moments). There is right now no support for bones and animations, but I am working hard to include that soon. In the next release I hope.

    It can render the model you have loaded, either as phong shaded grayscale, or with full textures, lighting and normal mapping, IF you place all the relevant textures in the same folder as the .rigid_model_v2 file you want to render. You can then change the textures and immediately see the result.

    Three Kingdoms models are for now gray-scale Phong shaded as Three Kingdoms uses a completely different shader compared to all other Total War games, but the finished version will have full rendering for Three Kingdoms models.

    I know the program looks a bit/very rough right now, ignore that
    Also it is possible, that that there are bugs in it, as it IS a beta.

    I would like to hear feedback, if the program crashes, if you find error / bugs, if you like/don't like the program.
    This is how it looks (with the rendering window open)
    Last edited by phazer; July 17, 2019 at 04:29 AM.

  2. #2
    Leonardo's Avatar Reborn Old Timer
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    I am quite sure this tool will be beneficial for the 3K modders.

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

    Hi.
    Thanks for trying the tool. But it IS a beta. A preview.
    It is version 0.2.1.BETA meaning it is far from finished. I am happy that at least it works 2/3 of the time
    If you can describe your problems then I will fix it in a newer version. I have been busy adding skeletons to the model, and that is almost finished enough to release soon. Thanks for your patience.:-):-)

    I intend to make it a relatively prof looking/working program, this version is JUST a preview, so people can try it

    PS: @EVERYONE: If you want to test the newest editions of the tool, then I can send you newer versions as soon as they get finished, and in return you can report any problems to me. If you would like the then PM me

    And that includes any new features you would like, let hear what you want and I will see what I can do....

    Greets
    phazer

  4. #4

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


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

    Thanks, it is important that you, the users, understand that it is not a finished program yes, it is prevíew, so you can see the potential.
    I have actually finished skeleton extract from version 6 files (Rome-Atilla-Thrones), so it wont be long before that is included in a newer version.

    You actually need 4 different files to extract an animation:
    - The RMV2 file that contains the model and info on various stuff
    - The skeleton for the model (an *ANIM file)
    - A math file with inverse matrices for all the joints in the skeleton
    - And then the actual animation file, (also an *.ANIM, just without the skeleton and animation info instead).

  6. #6
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    Hey phazer,
    CA didnt include the MAN_BONE_ANIM file needed to import new models from Cs2 to RMV2 thru bob,

    It sounds like you might understand how to, or already have made this file?

    If you know anything, or can help make this, please let me know, id really appreciate it!

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  7. #7
    Civis
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    I can't help with that file, it is not what my program was made for at all.
    Last edited by phazer; August 15, 2019 at 01:32 PM.

  8. #8
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    yes i need that file, but for 3k. The devs didnt include it in assembly kit

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  9. #9

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

    Again not included! what the idiot create this kit?!!

  10. #10

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

    Phazer , bro i need that file too.pls send us that file...

  11. #11
    Civis
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    Hello, I am sorry that there is a bug (it IS a BETA afterall) where the UVs are flipped, it has been fixed, and if you really need it, I can send you a developer version where the UV problem is fixed, but all the other features in that version, such as skeletons, animations, auto extraction of needed files, and auto find of compatible animations, they will not work yet. The exporting of static models WILL though, with the correct UVs.
    Sorry about this, The UVs were optimized for the LOCAL rendering in the program.
    That is why there are BETAs, I guess

    The actual release version with the new features will come soon, although the features will come in steps, first skeletons, and then animations (Maybe the two together), and later the other stuff.

    EDIT: this has nothing do with the 3K Assembly Kit import problem, and I am not in any way affiliated with CA, so I can't help with that, sorry
    Last edited by phazer; August 15, 2019 at 12:56 PM.

  12. #12
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    @phazer
    All we need is the BONE_MAN_ANIM.txt file.

    Please upload it or send link in Private message

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  13. #13
    Civis
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    @phazer
    All we need is the BONE_MAN_ANIM.txt file.

    Please upload it or send link in Private message
    I am not affiliated with CA in any way, so I cannot solve that problem easily, if at all,

    I don't know where I would get the data from. The closest thing I can think of is to look at the equivalent file(s) from the LATEST TW game(s) before 3K, and use what one knew about the internals of the ANIM format v6, but long before any non-CA coder would have something, CA will have fixed this BUG. It could take any non-CA coder many months, and I, as I said, personally will probably NOT even be able to do it at all.

    You should contact the official CA representatives around the fora and chats.

    I am sorry. I just make modding tools.

    phazer
    Last edited by phazer; August 15, 2019 at 01:30 PM.

  14. #14
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    Oh, sorry? It sounded like you already had this file and were using it in your program.
    Quote Originally Posted by phazer View Post
    Thanks, it is important that you, the users, understand that it is not a finished program yes, it is prevíew, so you can see the potential.
    I have actually finished skeleton extract from version 6 files (Rome-Atilla-Thrones), so it wont be long before that is included in a newer version.

    You actually need 4 different files to extract an animation:
    - The RMV2 file that contains the model and info on various stuff
    - The skeleton for the model (an *ANIM file)
    - A math file with inverse matrices for all the joints in the skeleton
    - And then the actual animation file, (also an *.ANIM, just without the skeleton and animation info instead).

    And I have already contacted them, they are aware for weeks now. Still no update ...
    Last edited by Havie; August 16, 2019 at 09:03 AM.

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  15. #15
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    [deleted]
    Last edited by phazer; August 16, 2019 at 11:06 AM.

  16. #16
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    It's basically a text file that outlines the hierarchy of the skeleton used to rig in models.

    This heirarchy can be seen in the 3k assembly kit example file




    there are a few unknowns with the file format though


    and here is the text for the R2 version :


    // "rome_man_game" bones definition


    // please remember to update version number!
    version=1
    reference_skeleton=true
    cinematic=false


    // <bone_name>, <bone_type>, <sort_order> <optional flags>
    bn_jaw, BT_FACE, 1
    bn_left_up_eyelid, BT_FACE, 1
    bn_lefteye, BT_FACE, 1
    bn_right_up_eyelid, BT_FACE, 1
    bn_righteye, BT_FACE, 1
    bn_weapon_01, BT_FLOATING, 1
    bn_weapon_02, BT_FLOATING, 1
    bn_weapon_03, BT_FLOATING, 1
    bn_weapon_04, BT_FLOATING, 1
    bn_weapon_05, BT_FLOATING, 1
    bn_eyebrows, BT_FACE, 1
    bn_head, BT_CORE, 1
    bn_hips, BT_ROOT, 0
    bn_leftarm, BT_CORE, 1
    bn_leftarmroll, BT_CORE, 1
    bn_leftfoot, BT_CORE, 1
    bn_leftforearm, BT_CORE, 1
    bn_leftforearmroll, BT_CORE, 1
    bn_lefthand, BT_CORE, 1
    bn_lefthandindex1, BT_LEFT_HAND, 1
    bn_lefthandindex2, BT_LEFT_HAND, 1
    bn_lefthandring1, BT_LEFT_HAND, 1
    bn_lefthandring2, BT_LEFT_HAND, 1
    bn_lefthandthumb1, BT_LEFT_HAND, 1
    bn_lefthandthumb2, BT_LEFT_HAND, 1
    bn_leftleg, BT_CORE, 1
    bn_leftshoulder, BT_CORE, 1
    bn_lefttoebase, BT_CORE, 1
    bn_leftupleg, BT_CORE, 1
    bn_neck, BT_CORE, 1
    bn_neck1, BT_CORE, 1
    bn_rightarm, BT_CORE, 1
    bn_rightarmroll, BT_CORE, 1
    bn_rightfoot, BT_CORE, 1
    bn_rightforearm, BT_CORE, 1
    bn_rightforearmroll, BT_CORE, 1
    bn_righthand, BT_CORE, 1
    bn_righthandindex1, BT_RIGHT_HAND, 1
    bn_righthandindex2, BT_RIGHT_HAND, 1
    bn_righthandring1, BT_RIGHT_HAND, 1
    bn_righthandring2, BT_RIGHT_HAND, 1
    bn_righthandthumb1, BT_RIGHT_HAND, 1
    bn_righthandthumb2, BT_RIGHT_HAND, 1
    bn_rightleg, BT_CORE, 1
    bn_rightshoulder, BT_CORE, 1
    bn_righttoebase, BT_CORE, 1
    bn_rightupleg, BT_CORE, 1
    bn_spine, BT_CORE, 1
    bn_spine1, BT_CORE, 1
    bn_spine2, BT_CORE, 1



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  17. #17
    Civis
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    I am sorry, I don't know anything about that file.

  18. #18
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    Hey Phazer,

    Having an issue with the tool.

    I think it is flipping or destroying some of the material information. Perhaps the UVs are somehow being distorted, because when I try to apply a texture to the model,
    it is off, and not looking right.

    Do you know how to fix this? perhaps its something I can do in photoshop to flip the texture? or something i can do it 3ds max to fix the UVs?


    You can see in the image below, the hair and eye brows are at the neck, the armor is also all flipped around:


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  19. #19
    Havie's Avatar Modding Staff
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    Default Re: RigidModel Editor v0.2.1.BETA - FIRST Release (3K -> .DAE support)

    Ahh yes, indeed it appears you must "flip the image vertically" in PS or another image editing software tool.

    Perhaps you could fix the tool to avoid this extra step, if its too much work, i understand. Thanks for ur work.

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