Results 1 to 30 of 652

Thread: A start on the .MESH file format

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Andromachus Theodoulos's Avatar
    Join Date
    Feb 2005
    Location
    Greenwood the Great
    Posts
    70

    Default Re: A start on the .MESH file format

    @All,

    I hope it is OK that I post these here. I have been working on new helmets and new weapons. I am going to try to get these in game this weekend.

    New Burgonet I am working on. Grumpy, I might need you to look at this and help me with the smoothing issue...


    New NeoClassical Burgonet with a Greek Crest, complements of RTR's Seluecid Pikemen:
    [img=https://img141.imageshack.us/img141/2870/newburgonethvygreekcresjy4.th.png]

    New Neoclassical Burgonet with Roman plume, again compliments of RTR's early roman legionary:
    [img=https://img143.imageshack.us/img143/2717/newburgonethvyromanplumtx0.th.png]

    (@RTR modellers... I am a big fan of your units, I hope you all don't mind me using your parts... )

    OK, new weapons... Now I am just getting started and most of you could give a rip about this, but I am a big stickler for detail. What I have changed here are the pike heads. I will also be making new spears, lances and javelins as well.

    [img=https://img300.imageshack.us/img300/9599/pike01vx1.th.png]

    [img=https://img136.imageshack.us/img136/1742/pike02uc5.th.png]

    [img=https://img175.imageshack.us/img175/4267/pike03lg7.th.png]

    That's all I have right now. More to come when I can get them in game.

    Again, Thanks to Grumpy for his help and thanks to the RTR guys for their exquisite models.

    AT

  2. #2

    Default Re: A start on the .MESH file format

    Hi AT

    Quote Originally Posted by Andromachus Theodoulos
    @All,

    I hope it is OK that I post these here. I have been working on new helmets and new weapons. I am going to try to get these in game this weekend.

    New Burgonet I am working on. Grumpy, I might need you to look at this and help me with the smoothing issue...
    With any bits you chop off RTW figures there will be an issue because of the lower level of detail in RTW. The raw bits would probably work for lods 2 and 3. To make the bits smoother and more curved, you have to work on them in isolation before you've added them to any m2tw groups.

    First, after loading the bits, go to Menu/Tools/Smooth Edges and use with the default setting. After Tools/Model Information, this gives you great smooth edges but an outrageous triangle count. Next use Menu/Tools/DirectX Mesh Tools and adjust the number of triangles with the slider until you get something more reasonable. This tool will decrease the number of triangles but wipes out vertex assignments in the process, but since we're working with a raw bit it doesn't matter.

    I hope that's what you're after.

    Cheers

    GrumpyOldMan

  3. #3
    Member Member Andromachus Theodoulos's Avatar
    Join Date
    Feb 2005
    Location
    Greenwood the Great
    Posts
    70

    Default Re: A start on the .MESH file format

    @GOM,

    Precisely,

    Thank you sir for that info.

    Sometimes you look under the Tools Menu and it gets a little overwhelming as to what you can use.

    Thanks,

    AT

  4. #4

    Default Re: A start on the .MESH file format

    In Tab/Groups select the two groups you want combined and hit the regroup button, this will combine the groups and give you a new group with a name like 'regroup 1'. Make sure you edit the group comments so it reflects a body group.
    Will the bones need to be re-assigned? If so how is that done? I'll give this a try later today and let you know it goes.

    One other question; if I lengthen a spear by about 50%, which bounding spear figures (if any) do I need to change?

    Cheers and thanks again.

  5. #5

    Default Re: A start on the .MESH file format

    @GOM
    I had a problem. Every time I edit a group, eg scale a shield or move it or whatever, then I cannot find them in Texture Coordinate Window. So I cannot remap them. Any way to solve this? Thanks in advance.

  6. #6

    Default Re: A start on the .MESH file format

    Hi Zxiang

    Quote Originally Posted by zxiang1983
    @GOM
    I had a problem. Every time I edit a group, eg scale a shield or move it or whatever, then I cannot find them in Texture Coordinate Window. So I cannot remap them. Any way to solve this? Thanks in advance.
    You mentioned this before and I couldn't get the problem to happen to me then. I tried scaling, moving and rotating groups in both the figure and attachment material. I just tried it again and I still can't get this error to appear.

    When you go to Texture Coordinate Window (TCW):-

    - is the group selected in the main Milkshape window (select again or select all if not sure)?

    - when you choose the group from the TCW dropdown is the right texture shown?

    - if you are certain that the group is selected, and the right material is shown and the right group is shown in the drop down, what happens when you press the 'Fit Selection' button in the TCW?

    Let me know if the problem resurfaces.

    Cheers

    GrumpyOldMan

  7. #7

    Default Re: A start on the .MESH file format

    @GOM
    Problem solved. I just didn't select those groups... so stupid mistake. Thank you very much!

  8. #8

    Default Re: A start on the .MESH file format

    Hi AD1

    Quote Originally Posted by AlphaDelta1
    Will the bones need to be re-assigned? If so how is that done? I'll give this a try later today and let you know it goes.

    One other question; if I lengthen a spear by about 50%, which bounding spear figures (if any) do I need to change?

    Cheers and thanks again.
    Regrouping retains all vertex info - assignments, weights, uv, etc.

    With the spear and bounding sphere, I'm not sure on the exact value for your spear but it is the 4th value (we're assuming this is radius) which seems to denote length of weapon. This is an area where we're still experimenting, and I'd like to congratulate you on being one of the first to take the new plane into the sky . I'd check the length against a pike and use a proportional 4th value between the original spear, pike and your modified spear. Let us all know how it goes.

    Cheers

    GrumpyOldMan

  9. #9

    Default Re: A start on the .MESH file format

    I started to work on some early renaissance pieces of armour.

    Here some examples:

    https://forums.totalwar.org/vb/showthread.php?t=82884

    I'll make some experiments to merge them into existing models. Suggestions will be greatly appreciated.

    Cheers,
    Luciano B

    project creator & director

  10. #10

    Default Re: A start on the .MESH file format

    Hi LB

    Quote Originally Posted by Luciano B
    I started to work on some early renaissance pieces of armour.

    Here some examples:

    https://forums.totalwar.org/vb/showthread.php?t=82884

    I'll make some experiments to merge them into existing models. Suggestions will be greatly appreciated.

    Cheers,
    Luciano B
    Good work there, you'll have to reduce the triangle count to make them workable in-game. If you have a look at https://forums.totalwar.org/vb/showp...&postcount=381 above and my reply https://forums.totalwar.org/vb/showp...&postcount=382 I talk about triangle counts and how to mange it in Milkshape. You'll need to get them over into Milkshape to get them converted. As you can see from Andromachus Theodoulos' post he is also working on Renaissance helmets.

    With the general arrangement in game, I'd leave the mazzocchio and turban as separate groups as 'Attachment' type groups. If you have these groups as optional then half your figures will have no attachment on their helmets and the other half will have a random mix of the two, of course if you have more than one texture for these then you increase the number and variety shown.

    Cheers

    GrumpyOldMan

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