Results 1 to 29 of 29

Thread: Research: Using the Vercingetorix .CAS tool

  1. #1
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Lightbulb Research: Using the Vercingetorix .CAS tool

    I thought it might be worth starting a new topic on this subject. I'm not getting as much time as I would like to explore this tool but so far in tests I've been able to scale existing parts of models (but not the whole models as the skeleton won't change size). I've also managed to add new polygons to an existing model.
    Has anyone tried creating a model from scratch?
    Has anyone tried to manipulate the skeleton or create a new one?
    UV changes?

  2. #2
    Member Member Ypoknons's Avatar
    Join Date
    Feb 2004
    Location
    Hong Kong/Manhattan
    Posts
    148

    Default Re: Research: Using the Vercingetorix .CAS tool

    WhiteWolf has being doing some modelling over at TWC... I haven't seen any in game pics but he has an elven ranger model that looks scratch and is planning to put it in... so yeah.

  3. #3
    Modding Godfather Member Vercingetorix's Avatar
    Join Date
    Oct 2004
    Location
    I am but a figment of your imagination
    Posts
    453

    Default Re: Research: Using the Vercingetorix .CAS tool

    Everything is possible as long as you don't change the skeleton. I've seen a few units made from scratch at the twc and the one Ceryx made I think was from scratch.
    I have found God.

  4. #4
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    Would be good to be able to do large units (trolls etc) but currently we are confined to the existing skeletons. Is it possible to scale these or create new ones from scratch? I've done a few tests but not got scaling working yet.

  5. #5
    Modding Godfather Member Vercingetorix's Avatar
    Join Date
    Oct 2004
    Location
    I am but a figment of your imagination
    Posts
    453

    Default Re: Research: Using the Vercingetorix .CAS tool

    Almost all the animals have a "scale" factor, I would think adjusting this would make the unit larger.
    I have found God.

  6. #6
    Member Member Plantagenet's Avatar
    Join Date
    Dec 2003
    Location
    Westminster Palace
    Posts
    271

    Default Re: Research: Using the Vercingetorix .CAS tool

    Hey Vercingetorix, I'd just like to say thanks for the tools you've provided (cas plugin, pak extractor, etc.).
    My ancestors came with William the Bastard and won their lands by the sword, and with the sword I will hold them against all comers.
    -Earl John de Warenne of Surrey

  7. #7
    CA CA JeromeGrasdyke's Avatar
    Join Date
    Dec 2002
    Location
    At a new top-secret (non-CA) location, surrounded by lots of steel and glass, high atriums, hordes of lovely marketing ladies, and with a new and spacious desk with plenty of room for body-moving.
    Posts
    257

    Default Re: Research: Using the Vercingetorix .CAS tool

    Quote Originally Posted by hoggy
    Would be good to be able to do large units (trolls etc) but currently we are confined to the existing skeletons. Is it possible to scale these or create new ones from scratch? I've done a few tests but not got scaling working yet.
    It is possible to scale them. However the skeleton and model need to match, in terms of size; otherwise you get strange distorted creatures wandering the battlefield. Have a look at the Yubtseb elephants (oliphaunts) for an example of how scaling works in both descr_skeleton.txt and descr_model_battle.txt.
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  8. #8
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    Cheers guys, I'll look into scaling when I get a chance. Got the exporter working and my first units in game. Top stuff Vercingetorix. A couple of tips for people creating new units

    - In Rendering/Environment put your ambient up to white to give a more accurate representation of texture brightness.
    - Make sure you have the latest version of the exporter (I didn't and spent many hours trying to work out why my model didn't export properly )

  9. #9
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    Just been having a look at scaling units and I'm a bit stuck. I've created a new skeleton by copying an existing one in decr_skeleton.txt and giving it a scale command of 4.0. Then I've assigned that skeleton to a unit in descr_models_battle.txt and given that unit a scale value of 4.0 also and the game CTDs.
    Also tried just scaling fs_dagger in decr_skeleton.txt and then scaling all units which use this skeleton but it crashes on entering the game. I looked at the oliphant .cas model and it's no larger than other elephants so it must all occur in text files.

    Are there any other files that might need to be editted when creating a new skeleton?

  10. #10

    Default Re: Research: Using the Vercingetorix .CAS tool

    Thanks Jerome, but I've tried changing the values in the skeleton.txt but nothing changes, I don't get the warping that you mentioned.

    If I change it in the Model_battle.txt the model scales so that works. It's just the values in the skeleton.txt that don't work. Any help would be awesome.

    Also Vercingetorix when will we be able to export our own skeletons?

  11. #11
    Modding Godfather Member Vercingetorix's Avatar
    Join Date
    Oct 2004
    Location
    I am but a figment of your imagination
    Posts
    453

    Default Re: Research: Using the Vercingetorix .CAS tool

    Version 0.5 which I released a few days ago alows for new animation.
    I have found God.

  12. #12
    Member Member Thoros of Myr's Avatar
    Join Date
    Feb 2004
    Location
    Arizona
    Posts
    605

    Default Re: Research: Using the Vercingetorix .CAS tool

    Quote Originally Posted by Vercingetorix
    Version 0.5 which I released a few days ago alows for new animation.


  13. #13

    Default Re: Research: Using the Vercingetorix .CAS tool

    ok just wondering

    "Version 0.5 which I released a few days ago alows for new animation"

    is a skeleton type just a set of animations or is it heirachy information for the animations?

  14. #14

    Default Re: Research: Using the Vercingetorix .CAS tool

    Ok I just tested my theory on why the scale on the skeletons isn't working. I removed the scale line from the oliphaunts then loaded them up too see what they looked like. They we're exactly the same, when hey should have looked like crazy blobs of mesh. I think there's been a mistake in the functionality of the txt file where scaling is concerned.

    Do you think you guys could fix that in the next patch Jerome? It'd allow so much more freedom in these mods.

  15. #15
    Modding Godfather Member Vercingetorix's Avatar
    Join Date
    Oct 2004
    Location
    I am but a figment of your imagination
    Posts
    453

    Default Re: Research: Using the Vercingetorix .CAS tool

    Even if you delete the descr_skeleton.txt file the game will load. The the same thing happened with the descr_sounds* which we can get around by deleting data\packs\events.dat. Not the same with animations.

    Jerome could you tell us if there is a way to have new animations without touching data\animations\pack.dat? Also what does adding "-util:animdb" option to a shortcut actually do, the utility will complain if the animations are not extracted from pack.dat but if they are will CTD. Writing a repacker wouldn't be to hard but if you could kindly shed some light that would be much appreciated :)
    I have found God.

  16. #16

    Default Re: Research: Using the Vercingetorix .CAS tool

    it's all a bit quite here at the moment

  17. #17
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Research: Using the Vercingetorix .CAS tool

    Guys, do you know why I might be not able to open texture files with the 3ds max7?
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  18. #18
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    I think we hit a bit of a dead end with scaling and exporting new skeletons/animations. I'm hoping CA or Vercingetorix will find a solution at some point.

    Swordmaster how do you mean 'open' a texture in max? have you set the path to your texture in the material editor?

  19. #19
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Research: Using the Vercingetorix .CAS tool

    yup, but it gives an error message, something like incompatible types sort of thing.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  20. #20
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    hmm, at a bit of a loss. You're using tgas or dds' right? Are you working on an existing RTW model you've imported or is it a completely new one?

  21. #21
    Savior of Peasant Phill Member Silver Rusher's Avatar
    Join Date
    Aug 2004
    Location
    Get off mah propertay!
    Posts
    2,072

    Default Re: Research: Using the Vercingetorix .CAS tool

    I personally think it is better to start from scratch using only the skeleton. The bodies are hard to edit, it's easier to just make a new one. (right?)
    THE GODFATHER, PART 2
    The Thread

  22. #22
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Research: Using the Vercingetorix .CAS tool

    Quote Originally Posted by hoggy
    hmm, at a bit of a loss. You're using tgas or dds' right? Are you working on an existing RTW model you've imported or is it a completely new one?
    dds on existing models, I just wanted to play around with them, with little changes for veterans, to make them look veteranier :P
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  23. #23

    Default Re: Research: Using the Vercingetorix .CAS tool

    goto the nvidia web site and look for the dds plugin for max. That could be your problem.

    As for the whole scaling thing, I think they accidently forgot to link the skeletons.txt file with the input in the game and methinks most of this stuff is still hard coded.

    The only thing I'm not sure is why when you add another skeleton type to the list it doesn't allow you to start the game

  24. #24
    Modding Godfather Member Vercingetorix's Avatar
    Join Date
    Oct 2004
    Location
    I am but a figment of your imagination
    Posts
    453

    Default Re: Research: Using the Vercingetorix .CAS tool

    Well I've started on adding new aniamtions/skeletons. Somehow I feel the "util:animdb" will be enabled eventually but in the mean time...

    http://www.twcenter.net/forums/index...howtopic=15970
    I have found God.

  25. #25
    Modding Godfather Member Vercingetorix's Avatar
    Join Date
    Oct 2004
    Location
    I am but a figment of your imagination
    Posts
    453

    Default Re: Research: Using the Vercingetorix .CAS tool

    I have found God.

  26. #26
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    !! fantastic stuff Vercingetorix! There has to be some kind of modding award for outstanding achievement, you should definitely get it.

  27. #27

    Default Re: Research: Using the Vercingetorix .CAS tool

    I haven't yet had a chance to look into it but can you give us an example of items?

  28. #28
    Senior Member Senior Member hoggy's Avatar
    Join Date
    Feb 2004
    Location
    Adel, Britannia
    Posts
    565

    Default Re: Research: Using the Vercingetorix .CAS tool

    in Data\packs\DATA\ITEMS\ are all the buildings used for battle mode. City walls, towers etc. They were in item format so inaccessible but the new version means we can open and edit them. Top news for mods like Sengonku where large japanese forts can be built.

  29. #29

    Default Re: Research: Using the Vercingetorix .CAS tool

    nice

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO