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Thread: Python mesh converter for mounts and siege engines

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  1. #1
    KnightErrant's Avatar Decanus
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    Default Re: Python mesh converter for mounts and siege engines

    Are you using the old python meshconverter or GOAT on these?
    Just wondering if it makes a difference. Now that it isn't the bump
    file or the overlay file, I'm leaning back to grasping at the tangent space
    basis being incorrectly computed by the old converter.

  2. #2

    Default Re: Python mesh converter for mounts and siege engines

    I'm using the python mesh converter (mount to mesh).

    GOAT gives me this error when I try to convert the culverin from ms3d to mesh:
    Code:
    Read ms3d group comment section
    Read ms3d material comment section, number of comments = 0
    Read ms3d joint comment section
    Read ms3d model comment
    Read ms3d second subversion number
    Read ms3d weight section
    
    This ms3d file has self.isregular = True
    Exception in Tkinter callback
    Traceback (most recent call last):
      File "C:\Python25\lib\lib-tk\Tkinter.py", line 1403, in __call__
        return self.func(*args)
      File "F:\Games\Medieval II Total War\mod_work\tools\GOAT\GameObjectApplication
    Toolbox.py", line 2144, in ms3d2meshConverterButton
        ms3d2meshConverter( ms3dfilename )
      File "F:\Games\Medieval II Total War\mod_work\tools\GOAT\GameObjectApplication
    Toolbox.py", line 293, in ms3d2meshConverter
        meshobj.lodname          = ms3dobj.lodname
    AttributeError: 'ms3dObject' object has no attribute 'lodname'
    Last edited by AlphaDelta; October 07, 2008 at 12:18 PM.
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  3. #3
    KnightErrant's Avatar Decanus
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    Default Re: Python mesh converter for mounts and siege engines

    Sorry, should have said. Can't mix and match between the two
    because the data is stored differently in different comments.
    If you use GOAT to bring over the culverin and then convert it back,
    do you see lighting anomalies like you do with the old meshconverter?

  4. #4

    Default Re: Python mesh converter for mounts and siege engines

    Ahh the vanilla culverin.

    I converted it to mesh, back again, and tried it. Unforuntately it crashed the game.
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  5. #5
    KnightErrant's Avatar Decanus
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    Default Re: Python mesh converter for mounts and siege engines

    Arrgh, AD, you're totally bumming me out. The culverin goes to the top
    of tomorrow's TODO list. I was reading up on how the tangent space
    basis is used to see if it does influence the luminosity and my best source
    says it can somewhat, but I'm not sure this convinces me that this is
    the problem. But, if the culverin crashes the game, that has to be fixed
    and on the plus side may provide a yes or no answer on the tangent space
    basis for luminosity problems. Diagnostic question, I'm assuming we are
    only looking at what we'd normally call a lod0 model. Can you tell if
    everything looks normal when you zoom out so the higher lods come in?
    They should look normal because they've never been touched.
    The reason I'm curious about that is that siege_engines are the only
    models (besides a few mounts) that use the full tangent basis for all lods.
    Maybe that points to something interesting.

    (I'm asking non-obvious questions lately because a very clever modeller
    found a huge mistake in one of my assumptions in GOAT. I'm learning to
    disbelieve ALL of my preconceived notions.)

  6. #6

    Default Re: Python mesh converter for mounts and siege engines

    KE,

    I now have 3 artillery meshes that all have this reversed lighting issue, I can pack them all up and send them over to you. Perhaps some cross-examination might help to reveal the issue?

    Diagnostic question, I'm assuming we are
    only looking at what we'd normally call a lod0 model. Can you tell if
    everything looks normal when you zoom out so the higher lods come in?
    Right, I have only worked on LOD 0. LOD 1 and 2 have perfect lighting.

    This is my edited serpentine LOD 0 vs LOD 2 vanilla serpentine with the sun behind the camera.



    (I switched between the 2 LOD's using the slider in options)

    Cheers
    Last edited by AlphaDelta; October 08, 2008 at 04:24 AM.
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  7. #7

    Default Re: Python mesh converter for mounts and siege engines

    i've edited serpentine, and only worked the mesh leaving the textures untouched but when i use my reworked model i have massive glintering without having ever touched the textures !

    Spoiler Alert, click show to read: 




    what to do to fix?
    Common sense removed due being Disruptive.

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