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  1. #1

    Default Re: A start on the .MESH file format

    Hi Casuir

    Quote Originally Posted by Casuir
    The engine doesnt assign equipment to every model though does it? Could the same be done for weapons/shields or would they have to remain on the attachmentset texture, i.e. flag them as attachments
    If the 'Optional' flag (0 or 1 int the group comments) is set as 0 then the group is flagged as compulsory and given to each figure. Attachments are on the 'figure' texture, equipment are on the 'attachmentset' texture - don't blame me, I didn't come up with the semantics . Shields are a bit of a different matter because the engine needs to know they are there. I haven't tested it though so if you'd like to be an intrepid test pilot, you could change all the shields to equipment and see if this causes the game to crash .

    Cheers

    GrumpyOldMan

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

    Hi all,

    I've posted my Python meshconverter here:

    http://www.twcenter.net/forums/showthread.php?t=92321

    It does mounts and siege engines but has not been extensively
    tested. Requires Python 2.5 to be installed to run it.

  3. #3

    Default Re: A start on the .MESH file format

    Hi KE

    Quote Originally Posted by KnightErrant
    Hi all,

    I've posted my Python meshconverter here:

    http://www.twcenter.net/forums/showthread.php?t=92321

    It does mounts and siege engines but has not been extensively
    tested. Requires Python 2.5 to be installed to run it.
    Well done, great work!!! (Now at least I won't feel so guilty about not putting out my code )

    Cheers

    GrumpyOldMan

  4. #4

    Default Re: A start on the .MESH file format

    Hi All

    Here's the later musketeer in game (it took me a while but I finally tamed the text beast):-



    I'm not happy with some of the vertex assignments on the waist band field sign so I'll redo them, I think. When I get some body and hat variations in, it'll look a lot better, I may set the field signs as optional so it only appears on 50% of figures.

    Cheers

    GrumpyOldMan

  5. #5
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    @GOM

    Thanks! Nice looking unit btw.

  6. #6

    Default Re: A start on the .MESH file format

    Hi KE

    Quote Originally Posted by KnightErrant
    @GOM

    Thanks! Nice looking unit btw.
    Yes the unit not's looking too bad, once it's finished I'll upload it as a shared resource for anybody that's working in that era.

    Check out this :-



    It's from a guy, SillyOldSod, at twcenter (his post http://www.twcenter.net/forums/showp...3&postcount=10 ). It cracks me up every time I look at it . I may have to ask him if I can use it.

    Cheers

    GrumpyOldMan

  7. #7
    feed me! Member Ashdnazg's Avatar
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    Default Re: A start on the .MESH file format

    @GOM: If it's your favorite period in history you might be interested in this:
    https://forums.totalwar.org/vb/showthread.php?t=69372

    P.S. good job with the converters!
    Last edited by Ashdnazg; 04-10-2007 at 09:45.
    a.k.a Lord hokomoko @ the Lordz Modding Collective

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