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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: A start on the .MESH file format

    Hey guys, could be I got some info about that sphere for the meshes.
    Palamedes said something about a sphere that is kind of an invisible target area for projectiles, so could you try increasing it and do pre and post quantitative testing of projectile effectiveness against the unit?

  2. #2

    Default Re: A start on the .MESH file format

    Hi, Grumpyoldman.

    I think maybe I've discovered a bug of the converter or there must be something special in vanilla mesh file.

    I convert the vanilla chivalric_knights_lod0.mesh to chivalric_knights_lod0.ms3d. And I use vanilla mtw2_en_pplate_france.texture as his skin(which is appointed in vanilla battle_models.modeldb). Everything is fine except those helmets.


    Then I checked the TCE. To my surprise, the uv of the helmets has been moved outside the texture! This is really weird...


    My first thought is maybe it's a bug of the converter. However after taking a close look at the uv I should say there's no match shape for them in the texture! It seems as if chivalric_knights_lod0.mesh(lod1, lod2, too) uses several texture files at the same time!

    This is all I did. I didn't change the model or the texture at all.

    Would you please check the model if you have spare time, GOM? I'm really confused... If you can't reproduce my problem please tell me as well. I'll try again. Thanks very much!



    Edit: I got the problem now. It's a tiny bug of your converter . The material of Chivalric Knights(and other similar units)' helmets should be "attachments" rather than "figure".
    Last edited by zxiang1983; 05-01-2007 at 18:16.

  3. #3

    Default Re: A start on the .MESH file format

    Thanks again GoM, KE and co for producing a piece of software that is giving us all hours of enterainment.


  4. #4

    Default Re: A start on the .MESH file format

    Hi Zxiang

    Quote Originally Posted by zxiang1983
    Hi, Grumpyoldman.

    I think maybe I've discovered a bug of the converter or there must be something special in vanilla mesh file.

    I convert the vanilla chivalric_knights_lod0.mesh to chivalric_knights_lod0.ms3d. And I use vanilla mtw2_en_pplate_france.texture as his skin(which is appointed in vanilla battle_models.modeldb). Everything is fine except those helmets.

    Then I checked the TCE. To my surprise, the uv of the helmets has been moved outside the texture! This is really weird...


    My first thought is maybe it's a bug of the converter. However after taking a close look at the uv I should say there's no match shape for them in the texture! It seems as if chivalric_knights_lod0.mesh(lod1, lod2, too) uses several texture files at the same time!

    This is all I did. I didn't change the model or the texture at all.

    Would you please check the model if you have spare time, GOM? I'm really confused... If you can't reproduce my problem please tell me as well. I'll try again. Thanks very much!



    Edit: I got the problem now. It's a tiny bug of your converter . The material of Chivalric Knights(and other similar units)' helmets should be "attachments" rather than "figure".
    I don't know why they do this to me, every other helmet is on the figure texture . I haven't come across any others like this. Maybe it's a one off, or a maverick modeller . I'm not sure how I'll fix this in the converter, but it's easy enough to fix in Milkshape, assign the correct material to the group and drag it back to be where it should be. If the correct material is assigned in Milkshape, the converter will make the correct conversion back to M2TW coords.

    Cheers

    GrumpyOldMan

  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: A start on the .MESH file format

    The Chivalric Knights, and units that use the same helmets are the only ones i've seen that use a helmet texture in the attatchment texture.

  6. #6

    Default Re: A start on the .MESH file format

    Ya, I already did that. However, draging them precisely to the correct locations one by one is not an easy job, lol ~:P

  7. #7

    Default Re: A start on the .MESH file format

    Hi Zxiang

    Quote Originally Posted by zxiang1983
    Ya, I already did that. However, draging them precisely to the correct locations one by one is not an easy job, lol ~:P
    If you have a look at Milkshape 1.8.1 Beta, Mete has put a lock x and lock y in the TCE which makes it easier to move coords across

    Cheers

    GrumpyOldMan

  8. #8
    Senior Member Senior Member Caliban's Avatar
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    Default Re: A start on the .MESH file format

    Oh man how I would love to slaughter those Ronalds!

    I have been given the go-ahead to release the unpacked animations and .evt files for the modding community.

    I have put them up on mediafire http://www.mediafire.com/?7ydzbziijmy
    Feel free to host these files officially. The download is around 60mb and unzips to twice that.

    Simply download and unzip to your data\ folder. It will extract everything to the animations folder with sub-directories. You should be able to delete your data\animations\*.dat *.idx files and then run the game with this in your config:

    Code:
    [util]
    no_animdb = true
    This should run the game directly from the animation files, bypassing the need to re-build the pack files. Deleting the pack files without using the no_animdb command should rebuild the animation files from your animation source folder.

    I haven't tested this myself in a retail build and would love to know how it goes.

    Caliban

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