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  1. #1

    Default Re: Model Naming Convention

    Hi Bwian and Casuir

    Casuir did a pretty good job of replying and there's not much more I can add.

    As far as compulsory, the mesh needs at least one group to hold body details (the Cas I'm converting for m2tw usually only have one group - Body) and one primary weapon.

    As long as your class (ie Head, Body, shield0, etc) is correct and consistent, you can call your group Myrtle01 - 05 for all the difference it makes to the engine.

    As to control of how many pitchforks are depicted as to how many knives on sticks, there are no controls in the mesh or the text files to control this, BUT, thinking outside the square if you have three mesh groups of pitchforks and only one of a knife on a stick, then the regiment will be shown with roughly three times as many pitchforks as knives on sticks

    Cheers

    GrumpyOldMan

  2. #2

    Default Re: Model Naming Convention

    Ahh..OK .... so only the first part of the name is important. Anything called 'head_xxxxxxxxxxxx' will get randomly chosen for the units head, and so on. Body, legs, arms and hands.

    Choices will be evenly spread between the number of options given, so if I want a particular 'trait' in a model part...I can 'spoof' it by putting a multiple copy of that version in, and it will increase the chance of any given soldier having that part. Makes sense!!

    Now...time to stop theorising, and get DOING
    Careless Orc Costs Lives!

  3. #3
    Member Member Herkus's Avatar
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    Default Re: Model Naming Convention

    @Bwian
    Out of curiosity, which file format are you going to use for exporting your Tomb King's warrior meshes from Max to Milkshape - 3ds, fbx, mk3d ?

  4. #4

    Default Re: Model Naming Convention

    First try will be 3DS. Then I have a couple of other options! FBX didn't seem to work for me at all ( Max 7 ) when I tried to get it into Max from Milkshape. Will try the reverse if 3DS doesn't work. Since I am only really after teh geometry, and will assign the verts to bones in MS3D, I am not too worried.

    I would MUCH prefer to be importing the bones and weightings as well though... I have only really used MS3D as a 'cnverting engine' for other game mods I worked on. It was worth the money for that... but it lacks the ability of Max with envelopes etc. Now we have proper vertex weighting, Max would be a big benefit.
    Careless Orc Costs Lives!

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