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Re: How to Model New 3D Units
The texture does indeed appear in game, and I've managed to deal with the blue problem as well. You're right in saying that the problem is linked to the conversion process, and for anyone who has the same problem as me, this is how I delt with it:
When viewed in .TGA format there's nothing wrong, but when viewed in the picture window in Vercingetorix' .DDS converter, after conversion to .DDS, the altered files appear blue.
Now. In the converter, above the right-hand window that shows what the file looks like, are a series of numbers. They are: Size, Mipmap number, Colour depth, Compression and Colour number.
Comparing the original texture for a Scythan Head-Hunting Maiden and an altered one (axe replaced with a sword), I notice that both colour number and compression have changed, while everything else remains un-changed.
The original HHM's colour number is 6275, and compression is DXT5.
The altered HHM's colour number is 3732, and compression is DXT3.
That may as well be in Welsh to me. But if you look in the options menu in the converter, on the right-hand side in the .DDS box, you'll see these sub-headings: Producer, DXTc format, and Options.
When I changed Producer to nVidia instead of S3 and set the DXTc format to DXT5 instead of DXT3 which it had defaulted to, everything went swimmingly.
I feel like a monkey writing Shakespere by hitting random keys, but I'm happy with the result none the less.
Now to load up the game and see whether or not I've altered weapons successfuly...
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Re: How to Model New 3D Units
I gave the Celtic Warlord (BI) an Iberian Infantry's head. When I load, the model is fine, but the skinning is totally mucked up. They have metal capes, a cape battern on their chest, and a tartan shield, as well as other mistakes. Are there any tutorials on UV Mapping?
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Re: How to Model New 3D Units
Skinning in Max is the weighting of vertices to bones rather than anything to do with textures. To get a better idea of how Max works it's probably worth spending some time doing Max tutorials. Most of the tutorials in this section are designed specifically for modding RTW units rather than for teaching how to use Max.
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Re: How to Model New 3D Units
Here is another question hoggy : making half armoured horse for cataphract units.Something like that this one on the picture:
https://img479.imageshack.us/img479/...cavalry7xv.jpg
Sometimes ago I remember seeing covered horse in MTW Chivalry mod.Looking as horses models in max.Is it possible to merge model of normal horse with cataphract one ?
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Re: How to Model New 3D Units
In theory, yes. The principle is the same as head swapping. You might need to do a bit more tidying up around the join though and are more likely to have to re-skin/weight the model.
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Re: How to Model New 3D Units
How do i link a shield/weapon to a bone?
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Re: How to Model New 3D Units
If you open your schematic window.. (in Graph Editors/New schematic view.)
- You'll see all the contents of your scene laid out as nodes in here. (Sometimes the heirarchy of the skeleton is collapsed you just need to keep clicking on the little arrows under the nodes till you see the bone you want)
- go to Edit/connect in the schematic menu and then drag your weapon or shield onto your bone.
that's it.
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Re: How to Model New 3D Units
Sorry due to the huge # of buttons i cant find "graph editors" sorry to bother u butplease tell me where it is, many thanks for the help!
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Re: How to Model New 3D Units
the menus on the top menu bar of max.
alternatively look for the icon at the top right of Max with two yellow rectangles on top of each other.
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Re: How to Model New 3D Units
Hoggy, I've got a question. When applying verdices to the bone segments, what is the best method to get the model to work fluidly. Say I take an arm. I include the vertexes that attach it to the body, all the way down to the elbow joint, then the elbow joint to the vertexes that encompass the joint in the hand, the hand gets "the tips" for itself. I've ran into some problems where the animations did not look right. Now, what is the process you use to get the most fluent animations possible? How do you usually do legs?
Also:http://www3.sympatico.ca/tom_leszczyk/peglegs.JPG
How do i copy one of the legs and place them where they need to go without copying the entire model?
How do I reconnect parts so that they're all part of the body and not separate pieces?
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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 what guide tells me to do.
everytthing ok but, texture, i couldnot make it work.
adding the picture, can someone help? cuz am tired of trying what ifs....
(God,i'd add screenshot of my unit, but i couldnot add attachment)
if i need to describe, i merged a longsword to a legionarie's hand, buttexture of the sword is looking like the dress of the legionary, hope i could describe..
thanks to you all...
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Re: Modelling New 3D Units for RTW
Q1)How do i make extra items like a flag on a spear??
Q2) How do i put animations ingame, for example i made an animation and i wanna pack it, how??
Q3)how do i make a certain idol/charge animation be for a certain unit?
if u answer those questions ill kiss your feet ;) but please man, many thanks!
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Re: How to Model New 3D Units
Burns - Ok. I tend to weight all the verts to the torso to start with then:
head = all verts above the neck but not the verts in the collar.
upper arm = all but the join to the torso
lower arm = the central and lower elbow vert and down to wrist
hand = all hand plus wrist joint
pelvis = everything below waist
upper leg = depends a lot on model but extends down to top level of knee joint
lower leg = lower knee joint and ankle
feet = just feet no ankle.
There's still alot of trial and error with models and unfortunately the limited nature of lo-poly models with 1 vert/bone set up means they struggle to look really good.
- you can detatch the leg from the body and use the 'mirror' modifier with 'copy' ticked. the in object mode 'attach' (found in right hand button section) all objects back to the main body
ShapolioKhan
You need to edit the texture (as in section 4) using an art package such as photoshop or paintshop pro so that your sword looks correct. You can cut and paste your sword texture from your original file to the legionaire
killerxguy
- erm blimey. well the flag on the spear you have to model and texture in Max and then re-export using the cas exporter.
Animation is another tutorial altogether. Bwian is currently working on an in depth tutorial for this topic and I wouldn't be much help.
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Re: How to Model New 3D Units
dear hoggy,
i did edit the texture.
can u pls tell me how to add pics to my post?so u can understand my prob. easily..
thank you..
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Re: How to Model New 3D Units
you need to have uploaded your image to a site online first then:
[img]linktoimageoninternet[/img]
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Re: How to Model New 3D Units
Hi hoggy, thanks for the timely reply. Im having a kind of annoying problem with vertexes:
http://www3.sympatico.ca/tom_leszczy...exproblems.JPG
I'm not sure what Im doing wrong. I want to take that selected vertex and connect it to the bottom vertex I've tried doing it with the snap tool, but that hasnt formed a bond where those two vertexes are replaced by only one. Sometimes it works sometimes it doesnt, argh.
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Re: How to Model New 3D Units
Quote:
Originally Posted by hoggy
you need to have uploaded your image to a site online first then:
[img]linktoimageoninternet[/img]
hi hoggy,
couldnt add my pic like you told :(
maybe this link can be helpfull for you to see my model..
stay welll..
http://www.stratcommandcenter.com/fo...e=post&id=5593
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Re: How to Model New 3D Units
i also couldnt find "edit" button for my previous post, sorry moderators but im new in this forum...
dear hoggy, i also add battlefield look pf my unit, you'll see how weird the swords are..
i edited texture and tried some things. i masked firstly the secondery weapon sword, then masked primary weapon sword, but unit at the bat.field didn change, and i couldnt und. why?????
thanks for ur helps and ur replies....(for everyone)
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Re: How to Model New 3D Units
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Re: How to Model New 3D Units
Burns - you need to merge vertices after you place two on top of each other. It's in the right hand options area. for RTW models set the tolerance to about 0000.1 and click merge verts. Otherwise 'collapse' is good but it makes the two vert meet in the middle.
ShapolioKhan - your swords are using the right texture so it must be the uvs. In the drop down modifier menu on the right find 'unwrap uvs' then hit 'edit'. This opens the uv window. In here you can match the uvs to the texture for you sword. (The transparency you are getting in game is a seperate issue with alpha channels on your texture which should be fixed once your uvs are ok.) ps. I'm struggling to understand some of your posts so please bear with me if I'm not giving the correct answers.
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Re: How to Model New 3D Units
Quote:
Originally Posted by hoggy
Burns - you need to merge vertices after you place two on top of each other. It's in the right hand options area. for RTW models set the tolerance to about 0000.1 and click merge verts. Otherwise 'collapse' is good but it makes the two vert meet in the middle.
ShapolioKhan - your swords are using the right texture so it must be the uvs. In the drop down modifier menu on the right find 'unwrap uvs' then hit 'edit'. This opens the uv window. In here you can match the uvs to the texture for you sword. (The transparency you are getting in game is a seperate issue with alpha channels on your texture which should be fixed once your uvs are ok.) ps. I'm struggling to understand some of your posts so please bear with me if I'm not giving the correct answers.
dear hoggy,
thaks for your guidence.
i did the uvw thing, and realized that the model of sword is corrupted.i mean one side is ok but other side is unavaliable. interesting that it came with original game :)
anyway, i'll find another longsowrd to put there, and then i'll do uvw..
thanks for your answers, they were all correct :)
stay well as a good teacher of us...
Kaan
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Re: How to Model New 3D Units
Thanks hoggy. Ok, hopefully my last question: In professor420's modelling tutorial, he uses symmetry to mirror and weld together a cape. Now Ive been trying to do something like that to put together this head: http://www3.sympatico.ca/tom_leszczyk/monsterhead.JPG
What is the best method for mirroring the head but also having the two pieces connected?
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Re: How to Model New 3D Units
I tend to use the 'mirror' modifier with 'copy' ticked. In some versions of Max you need to attach mirrored objects afterwards. You still need to weld the verts to get a clean join after you have mirrored. I've not used symetry much so I couldn't tell you which is better.
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Re: How to Model New 3D Units
Yeah mirror will do the trick.
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Re: How to Model New 3D Units
I'm having a problem with 3DS (as many others, i'm sure). I recently made a new moddel, and everything went fine. Exporting worked without a difficulty, and the unit behaved as normal as possible in-game.But when i try to import my model in 3DS, i get this error:
http://images5.theimagehosting.com/3DS Problem.JPG
what did i do wrong?
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Re: How to Model New 3D Units
urk.. mm not sure sorry. Not seen that before. Any one else encountered this? Have you got the most up to date Cas tool? I must admit I don't tend to re-import my cas' I just save the max scene and change and re-export that.
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Re: How to Model New 3D Units
I do that to, but my mod leader (Nero666 from Rise of Persia) tried to import it, and then it gave the error. Anyway, he fixed it, don't know how just yet though
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Re: How to Model New 3D Units
Hi again hoggy. I've got a question on uv mapping (I've gotten a fair grasp of modelling :)). What kind of procedure is best for RTW models? I've seen things where only half a model is used to create the UV maps while other times the whole model. I guess the point of this is that I'd like some tips when creating uv maps, particularily methods of doing so.
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Re: How to Model New 3D Units
The best tip is probably to look at the way RTW models do it. they group their uv sets quite well. I usually use projection mapping.
basic process is. select polys, detach to element, uv map, unwrap uvs, open uv editor and tweak uvs, print screen, collapse stack, into photoshop, paste crop and resize, copy and paste onto your texture and use as a layer at high opacity.
a couple of variations:
- select the polys on the model you want to map ie the face. Do a front projection on the face. open the edit uv window and select the uvs on the right hand side of the face and flip them horizontally. line these up with the ones on the left. Tweak the uv on the side of the cheeks so the texture doesn't stretch.
or - with just half a model. select the face polys you want to map. detatch the face as a seperate object. projection map it. mirror the object and weld verts. then reattach to the rest of the object. This avoids the seam down the front of the face.
Other tips.
- Do your textures twice the size and reduce at the end.
- Leave a couple of pixels bleed on all your uv sets so that when the texture mipmaps you dont see the neighboring texture bleed into it.
- plan where everything is going to go in your head before you start.
- in render/environment turn the ambient to white as this is what the game's level of brightness is.
erm, any more anyone? If you get stuck at all give us a shout anyway.
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Re: How to Model New 3D Units
hey Hoggy i have a question: How do i apply a cloth peice to a model, like i want a huge flag which waved, how do i do that; will implimenting a cloth collection do the trick?
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Re: How to Model New 3D Units
RTW doesn't support cloth physics. the best you can do at the moment I think is to make a solid unmoving flag out of polys and attach it to one of the unit bones. If you create a whole new set of animations it may be possible to weight the flag to bones and animate it but it would be a big job.
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Re: How to Model New 3D Units
Thanks hoggy, but can anyone tell me how to apply skin modifiers to a model properly (i know how to apply it but i get errors that its not properly applied)?
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Re: How to Model New 3D Units
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Re: How to Model New 3D Units
Hey there. I've downloaded the CAS import and export plug-in. However, I have run into a wee bit of a problem. In order to activate it, I read I have to to go under the 'Utilities' tab and press RUN SCRIPT. From there, I double click on the CAS import and export file. According to what I have seen and read, it should work, but an error is always reporting and keeping me from starting all the fun. This is it:
MAXScript FileIn Exception
-- Syntax error: at bad, expected <factor>
-- In line: PK
[OK]
After the 'PK' comes a symbol that looks like this: LJ and then following that is a paragraph sign. Also to note, the script is just a frenzy of symbols, letters, and numbers. Any idea what this means? How can I fix it? Is there something bad with the download? I have it saved as a .zip file. Should I save it as a different file? What did you guys do? Pleeeeaaase, help me.
Cordially,
Njord's Heir
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Re: How to Model New 3D Units
Thanks for the skinning tips hoggy. One question that kind of boggles me. Say I take the head of a model, I uv map the face, then the side and back separately, how then do I merge the two together. This goes for all the various bits like arms, weapons, pauldrons and so forth. I've tried taking one of the uvs and copying it into another one but that doesnt appear to have worked. Tips?
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Re: How to Model New 3D Units
Burns,
First, detach all the different elements you want to UV map. Then UV map each element and drag the UVW unwrap map out of the center. Do this to every element. When you're done with one element, right click on it and convert to editable poly. Do this for every element. When you're done UV mapping everything, select one of the object, and attach all the other objects to it. Then UVW unwrap and you have all the different UV maps in one map. Just drag them into the places you want them to and you got yourself an UV map;)
Hope this helps.
- Tittils -
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Re: How to Model New 3D Units
Cool, I understand.
I usually increase the model size to 2000 times that of an RTW model. When I export the model I decrease the size back to the stock RTW model using 'Select and Uniform Scale'. I've been noticing that when I add a skin I can no longer re-size the model down. Is the only way around this to give the model a skin when the model is sized down already?
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Re: How to Model New 3D Units
Fellas, thank you so much for the help and advice:
http://www3.sympatico.ca/tom_leszczy...hfoot_new2.JPG
But one thing is annoying me when exporting models:
http://www3.sympatico.ca/tom_leszczy...r_message2.JPG
The UV map screws up after I export the model. Any ways of preventing this from happening?
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Re: How to Model New 3D Units
you need to detach the arms and head as elements.
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Re: How to Model New 3D Units
I've tried to get it proper the last day with no effect. While exporting I also get the following error message which I think may be tied to the uv screwup and other model issues:
http://www3.sympatico.ca/tom_leszczyk/error_message.JPG
Is it simply that there is no dds file that is connected to this model?
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Re: How to Model New 3D Units
Is it possible to have the model have two weapons - I think in some pictures posted I see that this is the case - so that he uses one weapon like a spear for shock action (or a bow for ranged) and the other weapon like a sword for melee? I just want to know if it's possible.
Thanks,
de Clare
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Re: How to Model New 3D Units
Alin's thread didnt help me make skin modifiers work, what did he mean drag and drop (something like that), if i know how to make skin modifiers work i can make models from scratch!
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Re: How to Model New 3D Units
Burns - it certainly looks like it's having a problem with your material there. Is it a .dds? Is it the right size? You should only have one material/texture per model so no multi-sub required....
dclare4 - yes, a unit can have primary weapon and secondary weapons.
killerxguy - em, which thread by Alin? Check standard Max tutorials for skinning or post here if you have a specific problem.
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Re: How to Model New 3D Units
Thanks, I'll post my specific problems:-
Ok i can make the skin modifier, and go to edit envl. or click verticies or what ever but i cant seem to wiegh verticies and link 'em to each specific bone, If you have a way to do this (preferably fast) please tell me. Hope it doesnt involve 2 hrs. of draging..etc, alot of thanks to you hoggy, i really really apreciate your help
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Re: How to Model New 3D Units
Making a skin and linking is actually simple work after a bit of practice. What I do to make life easier is open a second Max scene and import a Rome model and see how they set the bones up. Basically, look how they set their bones and you'll usually get the best effect. Also, below the vertices option are two more checked boxes, make sure those are unchecked. Ok, so you select a bunch of verts, select a corresponding bone from the list, torso pelvis, elbow whatever, then scroll down to where you weigh them. Input 1 in the field - if 1.0 is already present then set it to 0 - AND THEN input 1 - if you see the bones change colour to red you know it worked properly.
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Re: How to Model New 3D Units
thanks i'll start practicing now, hope it works
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Re: How to Model New 3D Units
i triedto, it takes ages, and alot of mistakes are done!
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Re: How to Model New 3D Units
Hi Hoggy,
Well, that's good to know. Is there like a switch that will tell the computer which one is primary or secondary? I'm afraid I don't know that much about modelling but a friend is working on models that I texture and I'd like them to have primary and secondary weapons.
Thanks,
de Clare
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Re: How to Model New 3D Units
You need to create both models ie bow and spear. Name one 'primary weapon' and the other 'secondary weapon' and then link them to their respective bones ie. sword primary weapon is linked to the right hand. Then you need to edit the entries for your unit in descr_model_battle and export_descr_unit to get the unit to use both weapons.
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Re: How to Model New 3D Units
Thanks very, very, very much Hoggy!
By the way, I kind of suspect some modifications crash because you can't mix spear and archer types or something like that - types that don't have one or the other type of animation? Just wanted to be sure about that - y'see in ZTW we'll be having units of gun armed infantry led by sergeants with spontoons (pikes), musicians (with bugle, drum or bagpipe) and lieutenants (with swords) and in fire combat the collected officers are not supposed to fire. Sometimes it seems to work (if I use the same model with retexturing it seems to work), but other times it doesn't. Also if I 'fire' the officers will fire along with the rest of the unit right? I'm wondering if this might be problematic for the unit.
You DA MAN Hoggy!
Harlechman (Clare)
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Re: How to Model New 3D Units
It might be that they're officers. Ive seen few mods where officers have two weapons so not sure on that one.
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Re: How to Model New 3D Units
Well I'll do some more experimentation and I've passed that info along to our modeller. Thanks guys!
Clare (Harlechman, Zulu Total War team)
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Re: How to Model New 3D Units
I've got another issue this time with horses. I have added reins to the horse model. What I originally tried was adding them to the model and then skinning the newly added verts to head and neck bones. When I exported the model came out broken... just totally messy. My second approach I detached the reins and linked them to the (I believe) neck bone. the model exported perfectly, however when I tried running it in BI, the thing has managed to ctd without error. Are there things I am unaware of when modifying the mounts?
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Re: How to Model New 3D Units
I've not tried adding extra objects to horses before so I can't help there. I added reins by attaching and reskinning the whole horse (although I built a new horse too) Doesn't solve your problem though.
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Re: How to Model New 3D Units
I guess I might just scrap that idea and save a few polies. Btw, how do I scale down the model to make a lower poly version in the quickest way, at least?
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Re: Modelling New 3D Units for RTW
I need some Help. How do I use it?? I'm don't know how to actually have it started..
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Re: Modelling New 3D Units for RTW
I need help with Vercingetorix's CAS extractor,but if you could help me with that one and xpax, or w/e it called, I'll would apparcite it..
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Re: How to Model New 3D Units
Quote:
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.
How do I select all the verticles in the model? Is there any screenshot for that?
Thanks
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Re: How to Model New 3D Units
while in vertex editing mode you can press ctrl + A this will select all the vertices. unselected vertices are blue, selected vertices are red. y.ou can also draw a box around the whole model to select all of the vertices, but make sure you are using the right cursor, ie a selection cursor or a move/resize/rotate cursor
to enter vertex editing mode you need to select your mesh, then go to the 'modify' panel, remember the panel on the right with the icon that looks like half a blue rainbow. below where it says 'modifier list' there is a white box where it says 'editable mesh' with a '+' sign in front of it. click the plus sign and you will see a list 'vertex, edge, face, polygon, element'. click on vertex so it becomes hilighted in yellow. now you are in edit vertex mode.
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Re: How to Model New 3D Units
how do I get Vercingetorix's CAS extractor, cuz I have to downloaded into a RTW folder and on my own Folder,but don't know how to have it works though..
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Re: How to Model New 3D Units
Would it be possible to modify the files with Milkshape 3D? Would it be possible with an older version of Milkshape? Do you still need Vercingetorix's CAS extractor (would it work with Milkshape)? Or do you still need models to be converted with 3D Studio?
Thanks,
Clare (Harlechman)
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Re: How to Model New 3D Units
Quote:
Originally Posted by hoccalugee
while in vertex editing mode you can press ctrl + A this will select all the vertices. unselected vertices are blue, selected vertices are red. y.ou can also draw a box around the whole model to select all of the vertices, but make sure you are using the right cursor, ie a selection cursor or a move/resize/rotate cursor
to enter vertex editing mode you need to select your mesh, then go to the 'modify' panel, remember the panel on the right with the icon that looks like half a blue rainbow. below where it says 'modifier list' there is a white box where it says 'editable mesh' with a '+' sign in front of it. click the plus sign and you will see a list 'vertex, edge, face, polygon, element'. click on vertex so it becomes hilighted in yellow. now you are in edit vertex mode.
Ok,I'm done with the Welt selected,and what I see is this,shouldn;t I be able to see the skin?
https://img51.imageshack.us/img51/69...test7mk.th.jpg
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Re: How to Model New 3D Units
dclare - I don't believe Milkshape will work, sorry.
nickpes - i think you need to look in closer at your model. hold cntrl and alt and middle drag to pan in. If you still can't see it let me know.
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Re: How to Model New 3D Units
Hoggy> might be a tanget question, but how do you do Raytracing render? I'm trying to make a portfolio of my models and I'd like to show them in the best possible light, like a lot of the more experienced 3dsmax users are able to do. They seem to be able to put a ground and shadows of the model.
I tried 3dsmax's help files but none of them give better rendering techniques other than the usual render screen.
Thanks!
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Re: How to Model New 3D Units
Quote:
Originally Posted by dclare4
Would it be possible to modify the files with Milkshape 3D? Would it be possible with an older version of Milkshape? Do you still need Vercingetorix's CAS extractor (would it work with Milkshape)? Or do you still need models to be converted with 3D Studio?
Thanks,
Clare (Harlechman)
I have it on my comp, I don't know where to save it at so it can run..
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Re: How to Model New 3D Units
Place in 3dmax's 'scripts' folder. In 3dmax go to the utilities tab (the Hammer), click on MaxScript, then hit 'Run script' in the open window find Verx's tool (cas_ie_b69). Double click it. Then finally, in the little utilities bar where it says "convert to mr..." click that and pick RTW import export and you're ready to go from there.
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Milkshape
How about if someone with 3D Studio gets the model - I work on it in Milkshape - and I send it back for conversion to game format?
Clare (Harlechman)
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Re: How to Model New 3D Units
Quote:
Originally Posted by Burns
. In 3dmax go to the utilities tab (the Hammer), click on MaxScript, then hit 'Run script' in the open window find Verx's tool (cas_ie_b69). Double click it. Then finally, in the little utilities bar where it says "convert to mr..." click that and pick RTW import export and you're ready to go from there.
where is the 3dmax's 'scripts' folderI get the Last Sentance, but dummy it down alittle, cuz I'm a Vertean to TW games, but a Noobie to Mods, so I need some time to learn this stuff,lol//
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Re: How to Model New 3D Units
C:\Program Files\Autodesk\3dsMax\... or wherever you installed it to. If you really want to learn to model check out Professor's modelling videos because very useful visual tools. they should be somewhere on the first page of the Scriptorium.
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Re: How to Model New 3D Units
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Re: How to Model New 3D Units
I don't need videos, cuz I'm a fast learner, so I can learn to model fast
but...
so let me get this right
I download it and save it to C:\Program Files\Autodesk\3dsMax\
right??
I just need to know the actual File I need to download it to and install so I can use it, I'm a dummy, so this may take awhile lol..
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Re: How to Model New 3D Units
ok, I extacted the files to C:\Program Files\Autodesk\3dsMax\......
so what do I do now....????
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Re: How to Model New 3D Units
See if you saw the video you would know where to point, sometimes learning by watching someone else do it is more useful than scratching one's head.
In 3dmax go to the utilities tab (the Hammer), click on MaxScript,
then
click the 'Run script' button and in the opened window find Verx's tool (cas_ie_b69) (place it in scripts folder to make it easier for yourself). Double click it. Then finally, in the little utilities bar where it says "convert to mr..." click that and pick RTW import export and you're ready to go from there. The rest should be self explanatory I think.
Then you can import models that are in either /bi/data/models_unit or data/models_unit.
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Re: How to Model New 3D Units
nvm, I don't even know what I'm doing, and I got 56K, so the videos who suck....
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Re: How to Model New 3D Units
hello, id love some help please. Ive been skinning some of the rtw models for a while now but hit a problem. I want to decrease the SHADING on the actual model themselves because it tends to spoil bitmap colours i produce in the tga files e.g on the model for unit_greek_sacred_band_v2_400.CAS the bottom of skirt is much lighter (nice for my colours) where as for the model for unit_roman_peasant_high.CAS is much darker (ruins my colours). Ive got the 3ds max trial version and ive imported the models, can someone help? :wall: ps i have no modelling experience https://img345.imageshack.us/img345/...ge110ml.th.jpg
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Re: How to Model New 3D Units
Select the model then go to poly mode. Select all the polys of the character. Scroll down the options on the right til you get to surface properties. In the box next to Auto Smooth type 65 then hit auto smooth. this should fix it. If not let me know.
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Re: How to Model New 3D Units
Thanks Hoggy, that has done the trick, wonderful, much appreciated :2thumbsup:
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Re: How to Model New 3D Units
Since this tutorial has been written quite a while ago, is there anything that changed because of patch 13./1.5? I´m wondering because from 1.3 on my models_battle folder has a text file named "attatchments". Is that in some way important?
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Re: How to Model New 3D Units
Good question, it doesnt appear to affect models.
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Re: How to Model New 3D Units
Okay here are some questions:
1- Why collapse the skin modifier? You can to mesh below (although it says there may be some problems, I assume if you add no new vertices no problem occurs), edit your model using existing models. It works fine if you make no radical changes I assume. Even if you add something, you can still go to the skin stack and assign it to a bone can't you?
2- When I tried to reassign the vertices to the bones it said something about weight of bones (it was a problem that occured in the cloak part), I can't seem to remember it but it was (I assume about) one vertex per joint policy. Can some one please explain me what that means?
3- I texture the models using unwrap and .dds files but when I export them and play the game the original texture shows up (the one in the pack I assume), how can I fix that?
4- Using multires and restricting some vertexes from changing could help to chop down polies wouldn't it? Has anybody tried that?
I suppose that is all for now thanks.