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Thread: Settlements: File Formats; Take 2

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  1. #1

    Default Re: Settlements: File Formats; Take 2

    KE here, last page:

    https://forums.totalwar.org/vb/showt...t=83063&page=9

    It seems turning animations have a problem importing/exporting.

    But please don't worry about being lazy. If anyone deserves to be lazy it's you and the grumpy grandfather. I mean old man. My biggest concern is about you burning out mid-way, that's why my biggest interest is that you take your time, and that we periodically provide you with motivation and inspiration from the results of what your work helped us accomplish. For instance I've given you big accollades in my newly released animations pack (here).
    Last edited by SigniferOne; 10-26-2007 at 02:07.

  2. #2
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Formats; Take 2

    @SigniferOne
    Thanks for the accolades! Congrats on the anims, looks
    like people are really pleased with the improvements. Also,
    thanks for the link, I undrstand now, I abandoned my original
    lthread. Actually happy to have a problem with a definite
    error message; this I can deal with. As regards burn-out,
    I think this was true in July/August but not from modding for
    the game; more just summer real world stuff. Working with
    Bwian on the gmax/3dsmax import/export stuff really has me
    going strong again.

    (Wow, just missed it, Boston just took Game 2, go Sox!)

    Haven't thought through this, but now that the importer/exporter
    is looking better i.e. might just work, doing a importer/exporter
    for .world files doesn't look too bad. The Python reader taught
    me enough to find the mesh data for the settlements
    meaning the structures for northern european villages, towns,
    and large towns. This could be adapted to write out
    a .ms3d-like binary file for a chosen structure. This could
    then be pulled into 3dsmax since it has: verts, faces, uv coords,
    lighting (my worry about Milkshape, it can't do this but
    3dsmax can; have to learn this), animations (don't know what
    Caliban meant about this, I can ask again at the right time, but I
    assume this is maybe a particle system.)

    This isn't the same as adding whole new structures, but maybe learning
    how to change the existing structures might lead to good questions for
    Caliban on how to do more with their world files. Right now, one problem
    at a time.

  3. #3
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Formats; Take 2

    Update:

    Sorry, not an update on settlements but we will be getting
    back to them soon. Bwian did a test yesterday and we've
    been able to do a .ms3d model into 3ds Max and back out
    again to .ms3d. The model wasn't animated, just the regular
    basepose. 2 more tests needed, (1) back and forth conversion
    of a model with animations and (2) Bwian's custom models won't
    convert. I suspect custom models don't have the null animation
    frames the converters (GOM's and mine) put in and I've borked
    the process by assuming something is defined that isn't. If this
    is cleared up in a day or two, we'll put out an alpha. This will
    also work for Gmax users, it's just that the export will be to the
    listener. Gmax guys will have to cut and paste the ASCII output
    to a .txt file and then run a Python utility to convert to the .ms3d
    file format. (This is how I tested things.)

    A murrain upon the Discreet guys who made the clipboard buffer
    10 Kbytes in size . Not so bad for a lod3 but for a lod0 go get a
    cup of coffee and cut/paste, cut/paste, .. cut/paste for 15 minutes
    or so. I know, if its free you can't really complain.

  4. #4

    Default Re: Settlements: File Formats; Take 2

    Got a new version in the mail from KE today, anbd it's a big step forward.

    Imports an MS3D file neatly into Max, with all groups, rigging, UV and comments intact. This includes the messaed about with skeletons in the Dwarves etc. so it is now very tolerant of hacked about stuff!

    It exports too, and the resulting object can be opened up safely in MS3D. There is a minor issue with rigging, where it turns all the vertices 'green' to indicate a zero value, rather than the red fully asisgned verts ( looks like a side effect of some work KE had to do to make it accept the slightly rougher models made with the tools we work with! )

    You also need to re-assign the materials, but this is no problem at all since the UV mapping is perfectly OK and it only takes a click to have it back again.

    Next step will be to get the animations to import/export as well, and we have a major new weapon in the arsenal.

    Then, we can get the settlement files doing the same

    hooray
    Careless Orc Costs Lives!

  5. #5

    Default Re: Settlements: File Formats; Take 2

    Excellent, it's going great!

  6. #6
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Formats; Take 2

    Yes, I think we are very close. Tested animated camels and elephants
    last night. There was a oopsy on elephants not in the script but in
    the Python converter from text to binary for Gmax users. (Elephant
    bones have spaces in their names, I forgot this and wasn't parsing the
    names correctly in the joints section for making the .ms3d file.) I think
    we just have to sort out the anomaly Bwian is seeing with animated horses and
    we are there. The only known deficiency is I can't handle animated
    siege engines yet. Siege engines contain their own texture file paths
    unlike other units and I store these paths in the joint comments.
    Unfortunately, I also store the .cas header, hierarchy, and footer for
    animations in the same place so there's a conflict there. I'm going to ignore
    this for now and try to fix it up later.

    There is also an issue about Gmax making a few extra bone assignments.
    If Bwian doesn't see this as well it means its a Gmax "feature" that is fixed
    in 3ds Max. (What happens is I do the usual primary and secondary bone
    assignments on import. On export from Gmax a few random vertices end up
    having three bone assignments, for some reason usually to one of the
    weapon or shield bones. Oftentimes this is totally innocuous because
    the weight on the third bone is zero but it is still worrisome that Gmax is
    doing this. )

  7. #7
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Formats; Take 2

    I sometimes post good news/bad news sorts of things
    but this is just a good news post. Yes, Bwian saw anomalous
    bone assignments in a unit but I think this is solved.
    I was looking through the Max Script documentation for
    how to delete vertex assignments to correct the
    anomalous assignments but saw this by serendity:

    Edit: Apologies, serendity is usually spelled as serendipity.

    Code:
    skinOps.ReplaceVertexWeights <Skin> <vertex_integer> \
    
    ( <vertex_bone_integer> | <vertex_bone_array> ) \
    
    ( <weight_float> | <weight_array> )
    
    Sets the influence of the specified bone(s) to the specified vertex. Any influence weights for the bone(s) that are not specified are erased. If the bones and weights are specified as arrays, the arrays must be of the same size.
    This is literally a one-liner solution to the extraneous bone
    assignments problem. If Bwian has the same results for 3ds Max
    as I've had for Gmax this is a done deal. The crux is: any influence for the
    bones not specified is erased and the original assignments i.e. those from
    the .ms3d file, are enforced. Tried this out and it works for Bwian's custom
    skeleton model where problems were noted before. Will post again once this
    is confirmed.
    Last edited by KnightErrant; 11-16-2007 at 06:30.

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