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  1. #1

    Default Re: A start on the .MESH file format

    Where do you find the battle_models.modelsdb?

  2. #2
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    @Arron Swan
    Should be in your data\unit_models directory.
    The vanilla version doesn't have line breaks
    in it so it's hard to read. A formatted vanilla
    version is available here:

    http://www.twcenter.net/forums/downl...o=file&id=1180

  3. #3

    Default Re: A start on the .MESH file format

    I tried adding the Dismounted Quapukulu, but it's not working.

  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    You're posting a modding question in a research wiki thread.
    A more appropriate forum would be to repost in modding questions.
    Please include more information about the nature of your problem,
    do you get a black screen on loading?, a splash screen and then
    a CTD? Post info on your modeldb entry as well as EDU entries so
    people can have a better chance of helping you. Sorry, best help
    I can give you at present.

  5. #5

    Default Re: A start on the .MESH file format

    I downloaded the editor and am having some trouble. I've been trying to change the dismounted druzhina to use a sword and heater instead of an axe and round shield.

    I converted both these meshes to ms3d.

    dismounted_feudal_knights_lod0.mesh
    dismounted_druchima_lod0.mesh

    Opened the feudal knight in ms3d, hid all the shield and sword meshes in the groups tab. Clicked select vertex (unchecked hide backfaces), dragged a box over the model and deleted. Un-hid all. Saved the ms3d file.

    Opened the druchima is ms3d. Hid all the NON axe and NON shield meshes, clicked select vertex (unchecked hide backfaces), dragged a box over the remaining model (axe and shield) and deleted. Un-hid all.

    Clicked file > merge > dismounted_feudal_knights_lod0.ms3d.

    Saved the ms3d file. Converted it with the converter to a .mesh and placed it into the system.


    This is what I see in-game.



    Any would be appreciated.

    Cheers

  6. #6

    Default Re: A start on the .MESH file format

    Aha~ You've met the same problem as I did.

    It's very easy to solve:) Just switch the order when your merging. I mean if you want to use A's body with B's weapon, select A first and then merge with B. In your case, select dismounted druzhina's body first and then merge with feudal knight's sword.
    Last edited by zxiang1983; 03-29-2007 at 07:43.

  7. #7

    Default Re: A start on the .MESH file format

    Hi

    @AlphaDelta1, Zxiang

    The main problem is that you used the native Milkshape merge function, he said and then quoting from a copy of the Mesh2Ms3d.doc that went out with converters, he also said:-

    3.0 Using the Merge Ms3d function

    I wrote a Merge Ms3d function as well because the native Milkshape function is bugged after the 1.8 release and it wasn't working properly for M2TW purposes in earlier versions anyway.
    Use the Merge MS3D function in the Converter software, DON'T USE THE NATIVE MILKSHAPE MERGE FUNCTION!!! The Milkshape File/Merge adds a second skeleton and plays havoc with the vertex assignments and weights, probably why your figure looks like that. Open the preconverted figure in Milkshape and see.

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 03-29-2007 at 08:38.

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