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  1. #1

    Default Re: A start on the .MESH file format

    Hello!
    Somebody would be able to tell it to me yet that they are us the alpha may be the trouble with my channel?
    I created a Viking helmet from Latikon helmet, but vainly draw the alpha channel, is not willing to cover the surplus... Im Milkshape works, but does not work in the game.

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

    @r-marci

    For primary and secondary weaponry.

    Go to Group button

    Comments button.

    In the Comments window, you will want to type the following for a primary weapon (like a pike for the pikeman) and for a secondary a sword or axe...

    primaryweapon0 EDIT: primaryactive
    pike_01
    0

    Note: a / may be used in place of a 0, I have not seen any difference ... yet...


    Secondary weapons will be as such:

    secondaryweapon0 EDIT: secondaryactive
    sword_01
    0

    Now let's get more advanced, if you have upgrades for weapons, where the actual weapon model and/or texture change for a more finely crafted weapon just add a 1 after the primary and secondary like so...


    primaryweapon1 EDIT: primaryactive
    pike_01
    0

    secondaryweapon1 EDIT: secondaryactive
    sword_01
    0

    @Gubzol
    Forgive me, but I am having a hard time following you. I think you are having an issue getting the Latinkon helmet you added to a viking model mapped right on its texture??? Am I headed down the right direction? let me know. Also, you can post a pic of it, maybe we all can see what the issue is and help you out that way? Just trying to help

    AT
    Last edited by Andromachus Theodoulos; 08-10-2007 at 16:23.

  3. #3
    Member Member r-marci's Avatar
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    Default Re: A start on the .MESH file format

    Andromachus
    Thanks very much! It's a great help!

    But the Comments of the weapons of an original M2TW-Model (Byzantine Cavalry) have the following:

    primaryactive0
    cav composite bow_49
    0

    Or:

    secondaryactive0
    sword secondary_3
    0

    Is there any difference between primaryactive/secondaryactive and primaryweapon/secondaryweapon?
    Feheruuraru rea meneh hodu utu rea

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

    @r-marci

    Oops...
    My fault, yes you are right...

    primaryactive0 or 1

    secondaryactive0 or 1

    Sorry about that!!!

    EDIT:
    A note on weapon quality, you would most likely have upgrades (ug) up to ug3, I would assume, as you can have ug's in armor up to three. Unlike armor, the weapons would be free from quality increase requirements noted in battlemodel.modeldb and the export_descr_unit. Though I have not tried this... Thus, if you wished as an example, pike_militia could carry around fine rapiers for their ug3 sword? The possibilities for units could be endless.

    AT
    Last edited by Andromachus Theodoulos; 08-10-2007 at 17:10.

  5. #5

    Default Re: A start on the .MESH file format

    Quote Originally Posted by Andromachus Theodoulos

    @Gubzol
    Forgive me, but I am having a hard time following you. I think you are having an issue getting the Latinkon helmet you added to a viking model mapped right on its texture??? Am I headed down the right direction? let me know. Also, you can post a pic of it, maybe we all can see what the issue is and help you out that way? Just trying to help

    AT
    I say thank you for it, but I solved it some other way already.
    But that the alpha channel measured was out of order on the previous, I do not know it.

  6. #6
    Member Member Csatadi's Avatar
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    Default Re: A start on the .MESH file format

    Hi,
    I used Milkshape and GrumpyOldman's converter to mod a unit. I removed all the hats, shield and secondary weapon and inserted another weapon, a lance following Zxiang's tutorial. I edited modeldb, too:

    hungarian_nobles 1 4 60 unit_models/_Units/LB_Plain_Fancy/hungarian_nobles_lod0.mesh 121 60 unit_models/_Units/LB_Plain_Fancy/hungarian_nobles_lod1.mesh 900 60 unit_models/_Units/LB_Plain_Fancy/hungarian_nobles_lod2.mesh 2500 60 unit_models/_Units/LB_Plain_Fancy/hungarian_nobles_lod3.mesh 6400 1 7 hungary 73 unit_models/_Units/LB_Plain_Fancy/textures/LB_plain_fancy_hungary.texture 72 unit_models/_Units/LB_Plain_Fancy/textures/LB_plain_fancy_normal.texture 48 unit_sprites/hungary_Hungarian_Nobles_sprite.spr 1 7 hungary 60 unit_models/AttachmentSets/Final Slavic_hungary_diff.texture 60 unit_models/AttachmentSets/Final Slavic_hungary_norm.texture 0 1 5 Horse 11 MTW2_HR_Bow 18 MTW2_HR_Non_Shield 1 19 MTW2_HR_Bow_Primary 1 18 MTW2_Spear_Primary

    But the unit is very strange, legs and the new weapon are invisible and arms are in Jesus position. Animations don't work. Other things are ok.
    Milkshape shows the unit to be ok.
    What may be the problem?

    Is KnightErrant's converter better? I downloaded it but where can I find a description to it. I don't know python.

  7. #7
    Warhammer: Total War Team Member Alletun's Avatar
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    Default Re: A start on the .MESH file format

    here's some things that you can check:

    1) all groups in milkshape should have a comment. eg:
    Arms
    Arms01
    0

    2) all faces must be assigned to a bone. go to the joints tab and click "Draw vertices with bone color". if there's any gray faces you must assign them to a bone.

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

    I think the problem should be something else. I didn't modified the body, arms, heads and legs.
    I made the process again with another unit and made ONLY a weapon change. Result is the same. Invisible legs, and arms are horizontal.
    I could understand everything but invisible legs???

    Maybe it cannot handle spears as secondary weapons?

    EDIT: I did you said. Now the whole unit is invisible. :-(
    I have milkshape 1.8.1b.
    I wasn't able to merge with GrumpyOldman's converter because it crashed at every try.
    I used this comment:
    Axe
    Axe01
    0

  9. #9

    Default Re: A start on the .MESH file format

    For a weapon, the lines must be:

    primaryactive0
    whatever you called your weapon
    0

    You can't call the group 'axe' and have it work correctly as a weapon. Secondary weapons should be

    Secondaryactive0
    whatever you called your weapon
    0

    The secondary/primary bit are used to identify the primary and seconday weapons.
    Careless Orc Costs Lives!

  10. #10

    Default Re: A start on the .MESH file format

    Quote Originally Posted by Csatadi
    I think the problem should be something else. I didn't modified the body, arms, heads and legs.
    I made the process again with another unit and made ONLY a weapon change. Result is the same. Invisible legs, and arms are horizontal.
    I could understand everything but invisible legs???

    Maybe it cannot handle spears as secondary weapons?

    EDIT: I did you said. Now the whole unit is invisible. :-(
    I have milkshape 1.8.1b.
    I wasn't able to merge with GrumpyOldman's converter because it crashed at every try.
    I used this comment:
    Axe
    Axe01
    0
    Helló Csatádi!
    I believe it I can help a compatriot of mine!
    Whole I am successful well recently im Milkshape and im GrumpiOldMan's converter...
    I help with pleasure in Hungarian if you believe it...
    Last edited by GubZol; 08-21-2007 at 19:55.

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