Re: Model Naming Convention
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Originally Posted by Bwian
What parts are ESSENTIAL, and how does the game determine which parts will display on any given model in a unit.
Not sure but theres models missing one or more of the main body parts, (some aztecs have no arms or legs), could be the engine just uses whatevers in the file.
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Originally Posted by Bwian
Actual polygons are all the same ( do they HAVE to be? )
Nope
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Originally Posted by Bwian
Does the game pick one at random ?
It would appear so, there doesnt seem to be anyway of controlling it
Quote:
Originally Posted by Bwian
Since there are different numbers of parts for each 'chunk' I can assume they are mix and match. Again...does there HAVE to be 4 of these, 3 bodies...and are these values linked to something in model_db.
No on both counts
Quote:
Originally Posted by Bwian
The model has 5 heads.... no helmet. When I compare this with, say, the Scot noble, the helmet is named head_helmet_short_hair_01, 02 with some variations to the central portion. Does a head just have to start head_ and end with _01, _02 etc ? That would make sense. The middle portion allows the modeller to differentiate. The start block tells the game what part of the whole thing it is, and the final part gives it a number of variations to choose from.
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Originally Posted by Caliban
Each of these attachment types can have multiple variations. There is no limit on variations for any of the meshes. They are simply marked as thier mesh type (attachment, attachment1, head, body etc etc) and then the individual variation meshes are named with a sequential numbering. Head01 head02 head03 head04, pouch01, pouch02, pouch03 etc. The engine then knows to choose one of each variation by its numbering.
Not sure how grumpys exporter handles the name but the actual numbering doesnt seem to matter, berdiche_axemen for example has head_01, 12 ,07 and 08.
Quote:
Originally Posted by Bwian
Lastly...the weapons. The peasant has 3 different types of pitchfork... Are their weapons randomly variable... or do they have some measure of control over which one is used?
All the mixing and matching seems to be random
Re: Model Naming Convention
OK...seems pretty much as I thought... which is a relief!
I have begun modifying my Tomb Kings basic warrior to show a few variations and will attempt to put it in game as a test piece. I will make a few head-dress variants and some alterations in the jewellery and ornamentation. I might make a skull with some bits missing etc.
Then I will try and assemble it, rig it, and get it in game.....
fingers crossed!
Re: Model Naming Convention
Hi Bwian and Casuir
Casuir did a pretty good job of replying and there's not much more I can add.
As far as compulsory, the mesh needs at least one group to hold body details (the Cas I'm converting for m2tw usually only have one group - Body) and one primary weapon.
As long as your class (ie Head, Body, shield0, etc) is correct and consistent, you can call your group Myrtle01 - 05 for all the difference it makes to the engine.
As to control of how many pitchforks are depicted as to how many knives on sticks, there are no controls in the mesh or the text files to control this, BUT, thinking outside the square if you have three mesh groups of pitchforks and only one of a knife on a stick, then the regiment will be shown with roughly three times as many pitchforks as knives on sticks :beam:
Cheers
GrumpyOldMan
Re: Model Naming Convention
Ahh..OK .... so only the first part of the name is important. Anything called 'head_xxxxxxxxxxxx' will get randomly chosen for the units head, and so on. Body, legs, arms and hands.
Choices will be evenly spread between the number of options given, so if I want a particular 'trait' in a model part...I can 'spoof' it by putting a multiple copy of that version in, and it will increase the chance of any given soldier having that part. Makes sense!!
Now...time to stop theorising, and get DOING :2thumbsup:
Re: Model Naming Convention
@Bwian
Out of curiosity, which file format are you going to use for exporting your Tomb King's warrior meshes from Max to Milkshape - 3ds, fbx, mk3d ?
Re: Model Naming Convention
First try will be 3DS. Then I have a couple of other options! FBX didn't seem to work for me at all ( Max 7 ) when I tried to get it into Max from Milkshape. Will try the reverse if 3DS doesn't work. Since I am only really after teh geometry, and will assign the verts to bones in MS3D, I am not too worried.
I would MUCH prefer to be importing the bones and weightings as well though... I have only really used MS3D as a 'cnverting engine' for other game mods I worked on. It was worth the money for that... but it lacks the ability of Max with envelopes etc. Now we have proper vertex weighting, Max would be a big benefit.