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Thread: How to Model New 3D Units

  1. #31
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    I'm helpless now...are you sure you are trying to import CAS files ?

    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.
    ok thx...all I'm trying to do is to replace head gear from model to another.

  2. #32
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Hi guys Anyone knows a way to export well and make lower cas files? since I made some but on the majority of cases the exporter messes up even if saying that the export was succesfullll , then in game there are weird stuff.....

    Creator of Ran no Jidai mod
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  3. #33
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Here is another quick question: I'm trying to get rid of cloaks on cataphracts models.Would I need to edit model or texture ?

  4. #34
    Senior Member Senior Member hoggy's Avatar
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    Default Re: Modelling New 3D Units for RTW

    The cloaks on the horses or riders? If you mean horses, it's part of the model sadly. You could change the horse used by the unit into one that isn't cataphract in export_descr_unit.

  5. #35
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    I meant on the riders Hoggy...I did delete feathers from their head gear but cloak does not appear in max and I'm not sure which part of textures refers to cloak

  6. #36
    Senior Member Senior Member hoggy's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Try rotating him around in Max, I just loaded one of the cataphract models and the cape is a singlefaced poly so you can only see it from behind. Might not be the case on yours but worth a try.

  7. #37
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Now I can see that...for some strange reason it would have not shown before.
    Thx again Hoggy.Now last question: about head gear.How does one replace helmets? for example if one wants "switch" heads of Hunting Maiden with Scythian Noble woman ?

  8. #38
    Senior Member Senior Member hoggy's Avatar
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    Default Re: Modelling New 3D Units for RTW

    It means editting the model, I've done a tutorial hopefully that will help.

  9. #39

    Default Re: Modelling New 3D Units for RTW

    What am I doing wrong? I've downloaded the importer/exporter for the R:TW .cas 3D file format, ran it properly, set my textures path, selected "Import CAS" but why am I not getting the image of the model/unit? Instead, here's what I'm getting -



    ...instead of this -



    Why am I not getting that image? I'm using 3D Studio Max 7 btw...

  10. #40
    Wandering Historian Member eadingas's Avatar
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    Default Re: Modelling New 3D Units for RTW

    This may sound silly, but.. have you tried zooming?
    I'm still not here

  11. #41

    Default Re: Modelling New 3D Units for RTW

    Quote Originally Posted by eadingas
    This may sound silly, but.. have you tried zooming?

    No, where is the option for that? I can't seem to find it...

  12. #42
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Right hand side corner button min/max toggle (big square and small one),click on that and the use you mouse scroll button to zoom in
    Last edited by Hans Kloss; 12-06-2004 at 18:37.

  13. #43

    Default Re: Modelling New 3D Units for RTW

    Hi there,

    Just a quick question for the model modifiers - do you think 3D Studio Max 6 or higher will work with Windows 98? I'm debating whether to get a secondhand one.

    Thanks,
    Clare
    "Ad majoram Dei gloriam"

  14. #44
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW


  15. #45
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW




    Is this lowest CAS file for scythian lancer and nobelman ? I don't think I have my file corrupted so could someone please check it out.

  16. #46

    Default Re: Modelling New 3D Units for RTW

    thats the bones of the unit

  17. #47
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    For some reason I get CTD with any of those two units modded.That lowest CAS must be reason

  18. #48
    Member Member Piko's Avatar
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    Default Re: Modelling New 3D Units for RTW




    where do you find the 3d max file! plz help me after opening the dowload i have to put the file into 3dsmax/scripts right? where do i find the map?


  19. #49
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Hammer icon and run the script

    Look at post 21 in this thread - there are screenshots on how to do

  20. #50
    Member Member Piko's Avatar
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    Default Re: Modelling New 3D Units for RTW

    'Next step is to unzip file into your max script folder'
    where is this max script folder?
    Last edited by Duke John; 12-13-2004 at 11:04. Reason: Do not quote images.

  21. #51
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Normally : C:/3dsmax5/scripts

  22. #52
    Member Member Piko's Avatar
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    Default Re: Modelling New 3D Units for RTW

    thanks that helped alot

  23. #53

    Default Re: Modelling New 3D Units for RTW

    is using 3ds max the ONLY way to model in RTW?

  24. #54
    The Philosopher Duke Member Suraknar's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Hello,

    Very nice information about Models here, however I have a small question.

    How would we handle the sprites for a new unit (new model and texture) ?
    Duke Surak'nar
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  25. #55
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Jerome said something about a sprite generator in the "post your must know modding questions here" (in the general modding forum). How long this will take to come out is unknown and whether it will ever come out is also unknown but lets just hope.

    Anyone got any info on this?

  26. #56
    Member Member infernalbob's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Hello, i also got the same question as the other post, is there ANY other way to modify the characters or is ther another program. Something that can also rotate character, add/delete thier apparance and can be used in the game? i tried looking for 3ds Max 30 day trail but it said they weren't giving it out anymore that maybe in the future. so i downloaded gmax from the same site and it looks EXACTLY the same as this 3ds max people are talking about so is it also for modding. to me it's kind of wierd activision and the designer would only depended on 3ds max for people to use when moddeling. Please someone asnwer both questions i would appriciate it. thanx

  27. #57

    Angry Re: Modelling New 3D Units for RTW

    I've just got version 6.0 of 3D STudio Max and I would like to ask someone to write a brief tutorial about modelling new or modifing existing units for Rome Total War using 3D studio Max 6.0.
    I would really appreciate that because I don't know how to use this programme at all!! There are too many option, buttons, bars, menus and I can't make out for anything!!
    Wanna thank everyone of you who gives me an hand.

  28. #58

    Default Re: Modelling New 3D Units for RTW

    Infernalbob .... as far as changing the 3D models in this game you can ONLY use 3DS Max. When the game was designed, it was done on a commercial basis by professionals. They wouldn't restrict themselves to using a £20 software package on such a large project....they would use the best tools there budget would allow. The fact that we can mod this game at all is down to Max's power and the ability of Vercingetorix to write a Max-script file that translates the model format.

    Now...Creative Assembly have made this game VERY moddable... the file format was not kept a tight secret, and as a result, we can do what we can. Trust me....I can't think of many other developers who make it as eaay as this.

    G-Max...yes. OK. This is actually a cut-down version of max, with the rendering facilities removed and a VERY tight control over the formats you can save in. It is given out free....but there is a catch!

    Discreet will write a plugin and integrate it into G-Max for a price. Tehn the software can export to your format. Lovely. I was invovled in a project some years back that looked into a G-Max licence, and then there was a starting fee of £10,000 for development. There was then ongoing licencing fees and costs. This is fine for the likes of Quake III or MS Flight Sims, wheer you are selling hundreds of thousands of units. It costs in. Otherwise...well...it's a very expensive way to mod. Less cash-rich developers are not going to be doing this. In short.... useful to learn Max ... useless for modding RTW.

    Finally....learning 3DS Max from scratch is a big job. There are HUNDREDS of tutorials, lots of books ( I can recommend the 3DS Max 6 Bible ), Max specific forums, and such like online. Fire up google and get searching. Focus on mesh-modelling, uv mapping, and general understanding of the toolbars. Oh yes...and READ THE MANUAL! It's written in 3D-jargon, but you MUST learn to speak the language. TRy 3D Buzz for tutorials. It is a MAJOR job to teach someone to model. I know...I have done it before. You can't just write a tutorial and create an instant modeller.....it takes time, practice and a lot of patience!
    Careless Orc Costs Lives!

  29. #59
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Modelling New 3D Units for RTW

    This question comes up so often - How do I use 3ds max, can someone give me a tutorial. As Bwian said its not easy to learn 3ds max but someone has already written many tutorials, in fact they come with the program. Just go into the help menu and do the mesh editing tutorial (I think you model a hand, I haven't done it for quite some time now) and do the UV map tutorial (you texture some kind of spaceship). These tutorials really helped me learn and although you may sometimes get stuck just keep at it. It will only take a month at the most to learn how to edit the models enough to start on the cas files but if you want to learn every function (and you probably don't) it can take years.

    If you want some breif tutorials see hoggy's tutorial and there is a really good one on strategic command center, I will edit the post and post a link if I find it again. Good luck!

  30. #60
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    another quick question that I'm sure Hoggy can easily answer.How does one create lower CAS files from CAS high ? Chivalry 0.1.6 hastings mod comes with single cas files of knight templar and gothic kinght but not lower models.

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