Results 1 to 30 of 35

Thread: Grumpies .mesh

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Grumpies .mesh

    Ok. when saving I add .ms3d to filename and now its working fine.

    I was saying Filename : heavy_spearmen_lod0
    saveas : milkshape.ms3d


    i thought this would be fine but i was getting the problem i stated above.
    so i started doing this

    filename: heavy_spearmen_lod0.ms3d
    saveas : milkshape.ms3d

    Now grumpies converter will read the new .ms3d. I can edit the new figure in milkshape and convert it to a .mesh file
    Only thing i havnt done is tried it in game, however the files are saving correctly.

    If your a rookie at modding models then I hope this helps.

    Thanks Grumpy for the amazing TOOL !!!!!!!!!!!!!!!!!!

  2. #2

    Default Re: Grumpies .mesh

    OK I GOT A QUESTION I WONT ANSWERE MYSELF.

    Why do some units have lod0,lod1,lod2,lod3
    and some only have 3 lod0,lod1,lod2

    What is the difference ???

  3. #3

    Default Re: Grumpies .mesh

    Quote Originally Posted by dietre
    OK I GOT A QUESTION I WONT ANSWERE MYSELF.
    You cant really expect someone to answer that quickly after you post, just give them time.

  4. #4
    Discipulus et Magister Member Lord Condormanius's Avatar
    Join Date
    Nov 2006
    Location
    New Haven, CT USA
    Posts
    346

    Default Re: Grumpies .mesh

    Quote Originally Posted by dietre
    OK I GOT A QUESTION I WONT ANSWERE MYSELF.

    Why do some units have lod0,lod1,lod2,lod3
    and some only have 3 lod0,lod1,lod2

    What is the difference ???
    If I am not mistaken, each 1 represents a different configuration of that particular unit based on the specified texture file. If there are three lod files, there will be three different combinations of parts (heads, legs, etc.) on the battlefield.

    LC
    "You cannot simultaneously prevent and prepare for war."
    -Albert Einstein

    "Beer is proof that God loves us and wants us to be happy."
    -Benjamin Franklin

  5. #5

    Default Re: Grumpies .mesh

    Roman_Man#3:

    I just ment that i couldnt figure that out on my own. After I posted my original question I figured it out and posted the results....

    hence the 15 min between posts !!!!!

  6. #6

    Default Re: Grumpies .mesh

    I got another question for grumpy.
    Um i used the pike_militia_ug3 .mesh's. used ur tool and saved their body. next I used the armoured sergeants and saved the spear/shield.
    I used ur tool to combine them using the pikemilitia body 1st. Saved them as heavy_spearmen.ms3d and then coverted it to a .mesh and put it back into the game folder to be used. now because the pikemiltita body hasnt changed im assuming that the texture from the pike_militia will work fine.

    I wrote my code in model.db.

    The game starts up and runs 100% so i know there isnt a error in the model.db or it would have ctd as soon as it tries to load. now if i go into a custom battle and chose the heavyspearmen on my army. once the game starts to load the battle it will crash. In the error log it simply say Medieval bla bla bla has encounter an unspecified error.

    Is there something in the milkshape that i have to manualy add entires to , i thought i read someone about verticles getting modified or something of that nature.

    Thanks for any thoughts on this.
    and I didnt use the weld fuction or anything like that. I followed grumpy's notes to the Letter.

  7. #7
    Discipulus et Magister Member Lord Condormanius's Avatar
    Join Date
    Nov 2006
    Location
    New Haven, CT USA
    Posts
    346

    Default Re: Grumpies .mesh

    Quote Originally Posted by dietre
    I got another question for grumpy.
    Um i used the pike_militia_ug3 .mesh's. used ur tool and saved their body. next I used the armoured sergeants and saved the spear/shield.
    I used ur tool to combine them using the pikemilitia body 1st. Saved them as heavy_spearmen.ms3d and then coverted it to a .mesh and put it back into the game folder to be used. now because the pikemiltita body hasnt changed im assuming that the texture from the pike_militia will work fine.

    I wrote my code in model.db.

    The game starts up and runs 100% so i know there isnt a error in the model.db or it would have ctd as soon as it tries to load. now if i go into a custom battle and chose the heavyspearmen on my army. once the game starts to load the battle it will crash. In the error log it simply say Medieval bla bla bla has encounter an unspecified error.

    Is there something in the milkshape that i have to manualy add entires to , i thought i read someone about verticles getting modified or something of that nature.

    Thanks for any thoughts on this.
    and I didnt use the weld fuction or anything like that. I followed grumpy's notes to the Letter.
    Are you using the proper attachment set for the shield in modelsdb? It is possible that the game does not crash at launch with this type of error in modelsdb. Syntax Errors (if that is the proper term) in the modelsdb cause the crash at launch.

    EditThe skeleton info and attatchment set should match up with the sergeant spearmen in this case.

    LC
    Last edited by Lord Condormanius; 04-05-2007 at 04:03.
    "You cannot simultaneously prevent and prepare for war."
    -Albert Einstein

    "Beer is proof that God loves us and wants us to be happy."
    -Benjamin Franklin

  8. #8

    Default Re: Grumpies .mesh

    Hi Dietre

    Quote Originally Posted by dietre
    I got another question for grumpy.
    Um i used the pike_militia_ug3 .mesh's. used ur tool and saved their body. next I used the armoured sergeants and saved the spear/shield.
    I used ur tool to combine them using the pikemilitia body 1st. Saved them as heavy_spearmen.ms3d and then coverted it to a .mesh and put it back into the game folder to be used. now because the pikemiltita body hasnt changed im assuming that the texture from the pike_militia will work fine.

    I wrote my code in model.db.

    The game starts up and runs 100% so i know there isnt a error in the model.db or it would have ctd as soon as it tries to load. now if i go into a custom battle and chose the heavyspearmen on my army. once the game starts to load the battle it will crash. In the error log it simply say Medieval bla bla bla has encounter an unspecified error.

    Is there something in the milkshape that i have to manualy add entires to , i thought i read someone about verticles getting modified or something of that nature.

    Thanks for any thoughts on this.
    and I didnt use the weld fuction or anything like that. I followed grumpy's notes to the Letter.
    It's hard to say, if you've made any sort of mistake in the text entries (apart from format) the game will crash about halfway through the battle loading bar, also the same for a non-valid mesh file. For a first attempt try using figures and weapons from the same folder so that you don't have to worry about remapping uv values for weapons to a new texture, maybe use italian_spear_militia rather than armoured_sergeants.

    Post your text entries so that people that know more about them than me (not hard) can have a look at them.

    Incidentally the previous fix worked too well and was attaching '.ms3d' to anything that wasn't nailed down. Another fix has been uploaded to http://www.totalwar.org/Downloads/M2...d_beta_1_8.zip

    Don't grumble this is a beta release and you are all my guinea pigs and lab rats

    Cheers

    GrumpyOldMan

  9. #9

    Default Re: Grumpies .mesh

    For a first attempt try using figures and weapons from the same folder so that you don't have to worry about remapping uv values for weapons to a new texture, maybe use italian_spear_militia rather than armoured_sergeants.

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    can u briefly explain remapping uv values for weapons to a new texture.
    i have re textured many a .dds so i will probaly understand.
    The only thing i can think of is since the attachment set for the kite shield would match the attachments for the shield/spear, some of the helmets are in the attachment set for the pike_militia. I thought the model would be clear where no texture was for it. but could the game crash if it was looking for the attachment set for the pikemilitia even thou the model.db told it to look for the kite.

    What about using the norman_knights texture and combining it with an archer to create a norman_archer. If i use grumpies converter, i can make the norman body, have the bow and quiver and 2ndary sword. would i simply use the norman_knight texture with say the muslim archers attachment set??
    (if i use the muslim archer for the swap) ????

    Im gonna try to take the mounted sergeants and get rid of the spear with grumpies converter and make the sword his primary. so i can make a simple militia unit. (spear_militia with a sword) that should be straight forward for starters.

    But please if it isnt too much what do u mean by re-mapping a texture file, and whats ur thoughts on this norman_archer.

    sry for the questions, but this is how u learn, hehe

  10. #10

    Default Re: Grumpies .mesh

    Quote Originally Posted by Lord Condormanius
    If I am not mistaken, each 1 represents a different configuration of that particular unit based on the specified texture file. If there are three lod files, there will be three different combinations of parts (heads, legs, etc.) on the battlefield.

    LC
    The lod1,2,3 files are lower detail versions of lod0 the engine uses at greater distance.

  11. #11

    Default Re: Grumpies .mesh

    LOL bounding sphere

    heheh i forgot about that. LOL maby thats why my 1st unit looked like broken crystal.

    I try your info out and report my progress. im sure i opened the proper file, thats why i thought i needed to remap.

    thanks for u help. actualy ALL your help on this.

    you must be like Man Another question. LOL

    thanks again

  12. #12

    Default Re: Grumpies .mesh

    what exactly does the bounding sphere do. and when u mean simular unit. you talking for the primary weapon ???

    If i take the mounted_sergeants. delete the spear and make the changes to the sword for primary. I can the dismounted_feudal_knight bounding sphere?

    im trying this now. its 600 am here so hopefuly i'll find my answere. heheh

    OH and i am able to remap the textures now. the saves are working.

  13. #13

    Default Re: Grumpies .mesh

    https://img187.imageshack.us/img187/7573/0000ns9.jpg




    ever see this B4

    1st guys are dismounted feudals, all i did was open in milkshape and moved a couple shields to new texture. guys in behind are my new units.

  14. #14

    Default Re: Grumpies .mesh

    Hi Dietre

    Quote Originally Posted by dietre
    what exactly does the bounding sphere do. and when u mean simular unit. you talking for the primary weapon ???

    If i take the mounted_sergeants. delete the spear and make the changes to the sword for primary. I can the dismounted_feudal_knight bounding sphere?

    im trying this now. its 600 am here so hopefuly i'll find my answere. heheh

    OH and i am able to remap the textures now. the saves are working.
    By similar figure I mean foot for foot or mounted for mounted as well as weapon, foot and mounted of the same figure have different bounding spheres.

    Quote Originally Posted by dietre



    ever see this B4

    1st guys are dismounted feudals, all i did was open in milkshape and moved a couple shields to new texture. guys in behind are my new units.
    Looks like you've also done something to their mesh/vertices/triangles apart from uv values, remember don't weld vertices unless you know what you are doing. Try it again with a different figure (that definitely hasn't been converted before) and record all your steps. If it happens again, let me know and I'll arrange to get the Milkshape figures from you to check it.

    Cheers

    GrumpyOldMan

  15. #15

    Default Re: Grumpies .mesh

    Hi dietre

    Quote Originally Posted by dietre
    OK I GOT A QUESTION I WONT ANSWERE MYSELF.

    Why do some units have lod0,lod1,lod2,lod3
    and some only have 3 lod0,lod1,lod2

    What is the difference ???
    I'm assuming you understand that lod means level of detail and is just used to indicate more detailed figures (0) to less detailed figures (2 or 3), which figure is used is based on how far it is away from the camera.

    I'm not sure why some figures have 3 lods and others 4, if you have a look at the textures you can see that there were quite a number of artists involved (different styles, layouts, etc) and probably the same is true of 3d modellers (where they aren't the same). Lod work is not easily handed over to an automated process successfully and is time consuming work. My guess is that 3 lod levels was the minimum and some artists/modellers provided 4.

    Cheers

    GrumpyOldMan

  16. #16

    Default Re: Grumpies .mesh

    Hi dietre

    Quote Originally Posted by dietre
    Ok. when saving I add .ms3d to filename and now its working fine.

    I was saying Filename : heavy_spearmen_lod0
    saveas : milkshape.ms3d


    i thought this would be fine but i was getting the problem i stated above.
    so i started doing this

    filename: heavy_spearmen_lod0.ms3d
    saveas : milkshape.ms3d

    Now grumpies converter will read the new .ms3d. I can edit the new figure in milkshape and convert it to a .mesh file
    Only thing i havnt done is tried it in game, however the files are saving correctly.

    If your a rookie at modding models then I hope this helps.

    Thanks Grumpy for the amazing TOOL !!!!!!!!!!!!!!!!!!
    You're right, I just checked my code, and I didn't put a trap in there to catch no file suffix , I'll fix that, test it and post it shortly.

    Cheers

    GrumpyOldMan

  17. #17

    Default Re: Grumpies .mesh

    Hi All

    Quote Originally Posted by GrumpyOldMan
    Hi dietre

    You're right, I just checked my code, and I didn't put a trap in there to catch no file suffix , I'll fix that, test it and post it shortly.

    Cheers

    GrumpyOldMan
    I've just uploaded the corrected zip to http://www.totalwar.org/Downloads/M2...d_beta_1_7.zip

    I had to put it into MP_replays because that was the only uploader I could find.

    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