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How to Model New 3D Units
Modding Resource Header
Title: How to Model New 3D Units
Posted by: hoggy
Modding area: Units (appearance)
Required programmes: 3DS Max 5 or above, Vercingetorix's CAS extractor, Vercingetorix's X-Pak, an image editor capable of editing .DDS files (such as Photoshop or Paintshop Pro), Notepad (or other text editor)
Summary: Models are the physical shape of the soldiers (as opposed to the textures - also known as skins - which provide the colours). If the model is a chassis, then the skin is the paint-job. This is an introduction to making models. It requires some knowledge of modding the game and modelling. Like all modelling in Rome it requires 3ds max.
I’ve been asked for a guide to unit modelling in the thread on Blue Lotus. Although I can’t provide a tutorial on using max (it would be way too big) I’ll lay out the basic process I’ve used so far for creating units in case that helps.
1. Import an existing .CAS model preferably the highest poly version (ending in _400 or _highest) from Data\models_unit. (make sure you have Vercingetorix’s latest exporter). I find that working from an existing model gives you a good base which acts as a guideline for the skeleton shape, polycount etc. Save this scene as something else and remember to backup regularly.
2. Choose the rainbow shaped icon from the tabs at the top of the right hand panel then right click on the skin layer in the stack and hit ‘collapse all’ (see image below). This basically removes all vertex weighting from the model.
http://totalwar.org/images/Guides/AATutorial02.jpg
3. Select all the vertices in the model and hit ‘weld selected’ in the options on the right making sure the value is set to 0.00001 (approximately ~:) ) This makes the model into one continuous element rather that many different ones.
4. Now you are ready to edit the model as much as you require (remembering for the moment we are restricted to certain skeletons and animations). For the moment just concentrate on modelling not textures. Tips: make sure you keep your modelling clean ie no loose vertices or multiple vertices sitting on top of each other. Make sure when you mirror sections to check the polys are not inverted. Make sure you look at the way the original model is created – there is only one vertex weight per bone so that creates limitations ie. Enough polys around bone joints are required and where the legs join in the center there needs to be a clear poly for movement between the vertices.
5. Texturing. Most texturing will be done by applying a uv map by projection through one axis. Only one material/texture should be used on the model. Plan out what texturing you think you will need and how many different projections ie. You might need one for the face, one for the torso etc (the RTW textures again act as a good guide for layout). Because RTW requires each vertex to only have one set of uvs I use this method to apply textures: Select the polys on the model you wish to texture. From the options on the right click on ‘Detach’ and then tick on ‘detach to element’. Then UV map and adjust uvs to taste. Collapse the stack after every application.
http://totalwar.org/images/Guides/AATutorial03.jpg
6. When you have finished texturing each set of polys with their own uvs should be selectable in ‘element’ mode
7. Give the model a last check over, collapse the stack, check your weapons and other items are correctly linked and that the model lines up correctly with the joints of the skeleton etc.
8. Skinning. RTW has a one vertex per joint policy, which although a pain, makes skinning a doddle (note skinning is weighting the vertices to bones and has no connection with skinning in the modding sense) Select your model. In the drop down modifier list on the right go to ‘skin’. Click on the plus sign next to skin in the stack to show the envelope stack. Highlight this. In the right hand option panel click on the button ‘add’ above the empty white box. Select all the bones prefixed by ‘bone_’ (nothing else) these will then be skinned to you model and appear in the empty white box. Under the Edit Envelopes on the right tick ‘vertices’ and highlight bone_abs in the white box. Select all the vertices on your model (being careful not to touch the coloured envelopes) Below the white box with your bones in ‘Weight Properties’ tick ‘rigid’ and make the ‘Abs. Effect, 1.0. You have now weighted all the vertices in your model to the abdominal bone. Normally at this time it’s worth doing a test export and checking your model in game. It’ll be as stiff as a board but you should be able to tell if your texturing is correct. Then select one bone at a time in the white box, select the vertices you want associated with that bone and give them an Abs. Effect of 1.0 . when you’ve finished select bone_abs again to check you’ve not missed any vertices. Export again for a final test. (See image below for explanation of terms above)
http://totalwar.org/images/Guides/AATutorial04.jpg
I’ve probably missed a lot of stuff there and it may be that I do things differently from other people but I hope it might prove helpful. :bow:
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Re: Modelling New 3D Units for RTW
I really really appreciate this hoggy, I've been trying to find this out for ages.
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Re: Modelling New 3D Units for RTW
editted post to add illustrations
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Re: Modelling New 3D Units for RTW
what prog do u use? 3ds max 7? ...
have u bought it (i had trial version but that expired...)?
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Re: Modelling New 3D Units for RTW
When i try to import the unit files for rome total war with the CAS importer, theres always the same error, it says
--Unknown property: "diffuseMap" in #Multi/Sub-Object:2 - Default(Standard:Material #1, Standard:2 - Default, Standard:Material #2)
Under the message window there a window with the maxscript thing were
else mat.diffuseMap=tm
is highlighted. :furious3:
I just wonder if anybody knows if this error has occured before, and if anybody knows a way to fix it. :bow:
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Re: Modelling New 3D Units for RTW
erm.. not sure what that is. Check you're importing into a clean scene ie one with nothing in it. Check you are not importing one of the .CAS files that says it's an older version. Check that you have the texture that is used on the unit unpacked... If it still doesn't work best to look here http://www.stratcommandcenter.com/fo...p?showforum=35
to see if your question has been asked by someone else.
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Re: Modelling New 3D Units for RTW
Oh, now i might know whats the problem, it says its an older version, well do you know how to get a newer version then?
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Re: Modelling New 3D Units for RTW
most of the .CAS files prefixed by 'unit_ ' are ok. If you are editting a specific unit look in data/descr_model_battle.txt to see which .CAS file your unit uses otherwise just pick one prefixed by 'unit_'
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Re: Modelling New 3D Units for RTW
Ok, thanks, i think it works now!! thanks for the help!!
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Re: Modelling New 3D Units for RTW
Hoggymaybe you could write quick tutorial on how to swap weapons and shields,I guess lot of people here would be grateful for that.Also how difficult would be to alter appearance of some unit's models ? I'm trying to get rid of cloaks and change head gear of cataphract.I have max5.1 but lack any experience (apart from failed attempts to edit Ghost Recon models in the past)
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Re: Modelling New 3D Units for RTW
Swapping Weapons and shields:
-1 import CAS with shield you want to keep. select shield and click on 'unlink selection' button (top left). Then File - Save Selected. Save the shield with whatever name you like.
-2 New scene. Import the model you want to take the new shield. Delete the existing shield from the model. File - merge, to merge in the shield you saved out in step 1. click on use scene's material. Go into schematic view and link the shield back to left hand (click 'link selection' button top left and drag the shield node onto the left hand node).
-3 export the CAS
-4 Edit the texture (cut and paste) to get right shield texture used.
Same process for weapons.
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Re: Modelling New 3D Units for RTW
gus, can anyone please pos a link to the CAS extractor? Ive been messing with my PC and forgot to backup, and cant find the link now....
Cheers.
BTW, hoggy great tutorials!
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Re: Modelling New 3D Units for RTW
Thank you very much Hoggy -your help is very much appreciated.I guess same would apply to changing head gear.
Quote:
gus, can anyone please pos a link to the CAS extractor? Ive been messing with my PC and forgot to backup, and cant find the link now....
http://www.twcenter.net/downloads/db/?mod=43
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Re: Modelling New 3D Units for RTW
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Re: Modelling New 3D Units for RTW
Quote:
Originally Posted by hoggy
Swapping Weapons and shields:
-1 import CAS with shield you want to keep. select shield and click on 'unlink selection' button (top left). Then File - Save Selected. Save the shield with whatever name you like.
-2 New scene. Import the model you want to take the new shield. Delete the existing shield from the model. File - merge, to merge in the shield you saved out in step 1. click on use scene's material. Go into schematic view and link the shield back to left hand (click 'link selection' button top left and drag the shield node onto the left hand node).
-3 export the CAS
-4 Edit the texture (cut and paste) to get right shield texture used.
Same process for weapons.
I did follow your instructions but I keep getting this error message.It is probably something simply that I have messed up :help:
[IMG]http://img64.exs.cx/img64/9316/error18.jpg[/IMG]
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Re: Modelling New 3D Units for RTW
Did you link the new shield back to the hand bone in the schematic view? (graph editors-new schematic view) I think that should fix it. I'm off on holiday for a few days from tonight so apologies if i don't reply...
ps. this process only works for seperate objects like the weapons and shields so won't work for headgear unless its a seperate object.
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Re: Modelling New 3D Units for RTW
Could you please maybe recommend us to some beginner tutorials please? I'm really stuck on getting my head around 3ds max, and as I am the only modeller on my mod team it is hard as I am hopeless at 3ds.
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Re: Modelling New 3D Units for RTW
Enjoy your holidays Hoggy, I will keep on experimenting ~:)
I'm not sure of you find much info for beginers (I didn't) but try :
http://www.stratcommandcenter.com/fo...p?showforum=35
http://www.twcenter.net/forums/index.php?showforum=45
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Re: Modelling New 3D Units for RTW
Problem finally solved.It was all to do with linking.Thx once again Hoggy
[IMG]http://img22.exs.cx/img22/7610/solved.jpg[/IMG]
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Re: Modelling New 3D Units for RTW
" 1. Import an existing .CAS model preferably the highest poly version (ending in _400 or _highest) from Data\models_unit. (make sure you have Vercingetorix’s latest exporter). "
Hi. Sorry for being dumb, but could you give me a step-by-step guide of how to do this? I have 3ds max and all the rest - I just can't work out how to get the .CAS files into the program. It gives me an error message if I try to import them, and I don't know how Vercingetorix's exporter works. I have read the readme, but I don't understand it very well.
Thanks for any help you can give me.
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Re: Modelling New 3D Units for RTW
I will try but please remember I'm new to that too.First of all download the latest version of Vercingetorix's script from :http://www.twcenter.net/downloads/db/?mod=141
Next step is to unzip file into your max script folder.Start max.In the right corner you will see Utility button (hammer icon) in the bottom press "Run script"
http://img127.exs.cx/img127/5336/3583.jpg
That will open script folder where you should select script to import CAS files
http://img127.exs.cx/img127/2553/3584.jpg
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Re: Modelling New 3D Units for RTW
With script running you need now set the texture path and press "Import CAS" button
http://img127.exs.cx/img127/6663/3585.jpg
About errors...I believe some CAS can not be imported.If you see messages about importer detection files being old and so ,don't import it.Select file you need to import (high or 400 CAS) and you can now modify this sexy lady
http://img127.exs.cx/img127/3310/3586.jpg
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Re: Modelling New 3D Units for RTW
Thanks mate - that's really good of you, but the problem I seem to encounter is getting the texture path - what do I type there?
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Re: Modelling New 3D Units for RTW
Default texture's path in the script comes as D:/Program Files/Activision....all you need to do is set texture path to where textures files are located (model _unit/textures).All I needed to to is to change D to C as my RTW is installed on C drive.You can also do that by pressing "Set Texture Folder Path" -I have marked in red on one of pictures.
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Re: Modelling New 3D Units for RTW
http://filipeabranches.no.sapo.pt/MTW/BA/test%206.jpg
This will be for a Bronze Age mod
look at the units in background, they're shiels are smaller.
mabe this happens because we usually work on the high resolution CAS file.
so is there a way to clone quickly the lower res CAS files?
other issue, I just get that shield larger with the displacement of vertex. when rescaled the shield in MAx , when I import to check the CAS file, the shield become to default size.
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Re: Modelling New 3D Units for RTW
Check "Ignore all textures" and it won't import textures. You're using an earlier version then 5.0 I'm guessing?
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Re: Modelling New 3D Units for RTW
Quote:
Originally Posted by flip
look at the units in background, they're shiels are smaller.
mabe this happens because we usually work on the high resolution CAS file.
so is there a way to clone quickly the lower res CAS files?
other issue, I just get that shield larger with the displacement of vertex. when rescaled the shield in MAx , when I import to check the CAS file, the shield become to default size.
A quick temporary way to fix this is to make the model use the high res.CAS at all distances in the descr_model.txt but it's not a long term solution as it's bad for processing speed. eg:
model_flexi data/models_unit/kappa_archer_400.cas, 15
model_flexi data/models_unit/kappa_archer_400.cas, 30
model_flexi data/models_unit/kappa_archer_400.cas, 40
model_flexi data/models_unit/kappa_archer_400.cas, max
your scaling problem is possibly to do with the fact that the sheild is linked to the hand on the skeleton. Either unlink it, scale it and reset transforms, and then re-link it or do as you have been and rescale vertices.
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Re: Modelling New 3D Units for RTW
Another question Hoggy -how does one go about editing helmets/head gear?
Is it only editing textures or is max modification needed too ?
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Re: Modelling New 3D Units for RTW
u will need 3dsmax if u wish to modify the SHAPE. If u just want to change the texture (i.e. the "colours"), then u extract the textures, modify them, give them another name, put them in the relevant folder, and point the game to that texture.
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Re: Modelling New 3D Units for RTW
Thanks for the help guys, but all I'm still getting is a skeleton, with an error message:
MAXScript Rollout Handler Exception
-Type Error: if-test requires BocleanClass, got: unidefined