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Thread: A start on the .MESH file format

  1. #271
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: A start on the .MESH file format

    Quote Originally Posted by SigniferOne
    Yes those are values for the torch, check Caliban's XML files.

    If bounding sphere instead indicates how far a unit can reach, this would be Very Cool, because you can set it to be large for spear units, and hopefully get spears from the second row helping out the front row. Needless to say, every classical modder's dream, right there.
    That's probably not how it'd work. You'd need to make the spear longer, too.

    @KE: Good that you looked into that, I didn't really meddle with models yet so I thought I'd hint it to you guys
    Any ideas about the 16?

    Edit: Nevermind, the 16 is probably the bone index for the lhand

    Edit2: Hmm interesting, the distance in the XML file seems to be the square root of the entry in modelsdb
    Last edited by alpaca; 03-26-2007 at 16:26.

  2. #272
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    Yeah, 16 is index of the bone_lhand in the bone strings section of
    the mesh file. Good spot on the squares of the distance values
    for the mesh section of the modeldb.

  3. #273
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    This part

    <BoneMap>unit_models\BoneMaps\soldier_bone_map_new.xml</BoneMap>
    must reference a file that looks something like

    Code:
    bone_pelvis                  ,    none               
    bone_rthigh                  ,    bone_pelvis        
    bone_rlowerleg               ,    bone_rthigh        
    bone_rfoot                   ,    bone_rlowerleg     
    bone_abs                     ,    bone_pelvis        
    bone_torso                   ,    bone_abs           
    bone_head                    ,    bone_torso         
    bone_jaw                     ,    bone_head          
    bone_eyebrow                 ,    bone_head          
    bone_rclavical               ,    bone_torso         
    bone_rupperarm               ,    bone_rclavical     
    bone_relbow                  ,    bone_rupperarm     
    bone_rhand                   ,    bone_relbow        
    bone_lclavical               ,    bone_torso         
    bone_lupperarm               ,    bone_lclavical     
    bone_lelbow                  ,    bone_lupperarm     
    bone_lhand                   ,    bone_lelbow        
    bone_lthigh                  ,    bone_pelvis        
    bone_llowerleg               ,    bone_lthigh        
    bone_lfoot                   ,    bone_llowerleg     
    bone_weapon_weapon01         ,    bone_rhand         
    bone_weapon                  ,    bone_rhand         
    bone_weapon02                ,    bone_rhand         
    bone_weapon03                ,    bone_rhand         
    bone_shield01                ,    bone_lhand         
    bone_shield                  ,    bone_lhand
    for standard units, first column is child, second column parent.

    Must have separate files for horses, camels, elephants,
    and artillery. My external file for doing elephants looks
    like

    Code:
    bone_E_platform              ,    none                          
    bone_E_back                  ,    bone_E_platform               
    bone_E_right back thigh      ,    bone_E_back                   
    bone_E_right back lower leg  ,    bone_E_right back thigh       
    bone_E_right back foot       ,    bone_E_right back lower leg   
    bone_E_left back thigh       ,    bone_E_back                   
    bone_E_left back lower leg   ,    bone_E_left back thigh        
    bone_E_left back foot        ,    bone_E_left back lower leg    
    bone_E_head                  ,    bone_E_back                   
    bone_E_trunk 1               ,    bone_E_head                   
    bone_E_trunk 2               ,    bone_E_trunk 1                
    bone_E_trunk 3               ,    bone_E_trunk 2                
    bone_E_trunk 4               ,    bone_E_trunk 3                
    bone_E_right ear main        ,    bone_E_head                   
    bone_E_right ear tip         ,    bone_E_right ear main         
    bone_E_left ear main         ,    bone_E_head                   
    bone_E_left ear tip          ,    bone_E_left ear main          
    bone_E_right front thigh     ,    bone_back                     
    bone_E_right front lower leg ,    bone_right front thigh        
    bone_E_right front foot      ,    bone_right front lower leg    
    bone_E_left front thigh      ,    bone_back                     
    bone_E_left front lower leg  ,    bone_left front thigh         
    bone_E_left front foot       ,    bone_left front lower leg
    Haven't had time to get the trebuchet debugged so I haven't pulled
    out anymore skeletons than horses, camels, and elephants.

  4. #274

    Default Re: A start on the .MESH file format

    @GOM

    Happy to test it again and again Just one question, should the dismounted quapukulu actually be named dismounted late general's bodyguard? I think they two are more similar


  5. #275

    Default Re: A start on the .MESH file format

    Where can I get the importer? And How do you get the the Quakupulu to work?
    Last edited by Arron Swan; 03-27-2007 at 02:27.

  6. #276

    Default Re: A start on the .MESH file format

    Hi All

    Some of you may have noticed that in my haste to get the zips out I actually zipped the ms3d files for dismounted hospitaller . I've put up a new zip with the mesh figures at http://rapidshare.com/files/22961223...aller.zip.html

    For those that downloaded the first zip, at least you can say you've seen what the converted mesh files look like as Milkshape files .

    Cheers

    GrumpyOldMan

  7. #277

    Default Re: A start on the .MESH file format

    Hi all

    @Zxiang (The Hospitaller meshes should be in your mailbox)

    Quote Originally Posted by zxiang1983
    @GOM

    Happy to test it again and again Just one question, should the dismounted quapukulu actually be named dismounted late general's bodyguard? I think they two are more similar
    I was working off the picture AD1 posted, the figure shown used one of the variations of quakupulu_ug1 so that's what I used.

    @All - I've been busy testing trying to find a bug I found only once and haven't been able to recreate, so I've been using it to make more figures while I wait for the bug to resurface. I've used the basic figure of the main Quakupulu this time rather than the ug1 variant and taken out the lance and maces and given him a spear and scimitars. The zip (I just went and checked for the third time and it does contain meshes this time) is at http://rapidshare.com/files/22965997...spear.zip.html.

    Cheers

    GrumpyOldMan

  8. #278

    Default Re: A start on the .MESH file format

    The hospitaller is really, really awesome and works perfect in game!! Grumpyoldman you are definitely a genius!
    Let's see the first living dismounted knights hospitaller in M2TW:





    Edit: I forgot to paste the codes:

    in battle_models.modeldb:
    Code:
    30 dismounted_knights_hospitaller 
    1 4 
    74 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_hospitaller_lod0.mesh 121 
    74 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_hospitaller_lod1.mesh 900 
    74 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_hospitaller_lod2.mesh 2500 
    74 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_hospitaller_lod3.mesh 6400 
    10 
    7 england 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    51 unit_sprites/england_Knights_Hospitaller_sprite.spr 
    8 scotland 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    52 unit_sprites/scotland_Knights_Hospitaller_sprite.spr 
    6 france 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/france_Knights_Hospitaller_sprite.spr 
    7 denmark 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    51 unit_sprites/denmark_Knights_Hospitaller_sprite.spr 
    5 milan 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    49 unit_sprites/milan_Knights_Hospitaller_sprite.spr 
    6 venice 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/venice_Knights_Hospitaller_sprite.spr 
    12 papal_states 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    56 unit_sprites/papal_states_Knights_Hospitaller_sprite.spr 
    6 sicily 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/sicily_Knights_Hospitaller_sprite.spr 
    6 poland 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/poland_Knights_Hospitaller_sprite.spr 
    7 hungary 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    51 unit_sprites/hungary_Knights_Hospitaller_sprite.spr 
    10 
    7 england 
    68 unit_models/AttachmentSets/Final Heater Special_england_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_england_norm.texture 0  
    8 scotland 
    69 unit_models/AttachmentSets/Final Heater Special_scotland_diff.texture 
    69 unit_models/AttachmentSets/Final Heater Special_scotland_norm.texture 0  
    6 france 
    67 unit_models/AttachmentSets/Final Heater Special_france_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_france_norm.texture 0  
    7 denmark 
    68 unit_models/AttachmentSets/Final Heater Special_denmark_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_denmark_norm.texture 0  
    5 milan 
    66 unit_models/AttachmentSets/Final Heater Special_milan_diff.texture 
    66 unit_models/AttachmentSets/Final Heater Special_milan_norm.texture 0  
    6 venice 
    67 unit_models/AttachmentSets/Final Heater Special_venice_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_venice_norm.texture 0  
    12 papal_states 
    73 unit_models/AttachmentSets/Final Heater Special_papal_states_diff.texture 
    73 unit_models/AttachmentSets/Final Heater Special_papal_states_norm.texture 0  
    6 sicily 
    67 unit_models/AttachmentSets/Final Heater Special_sicily_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_sicily_norm.texture 0  
    6 poland 
    67 unit_models/AttachmentSets/Final Heater Special_poland_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_poland_norm.texture 0  
    7 hungary 
    68 unit_models/AttachmentSets/Final Heater Special_hungary_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_hungary_norm.texture 0  
    1 
    4 None 
    14 MTW2_Swordsman 0  
    2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    in EDU:
    Code:
    type             dismounted knights hospitaller
    dictionary       dismounted_knights_hospitaller      ; dismounted knights hospitaller
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          dismounted_knights_hospitaller, 48, 0, 1.2
    attributes       sea_faring, hide_forest, hardy, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 8, 6, metal
    ;stat_armour_ex   7, 8, 0, 0, 8, 6, 6, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      1, -2, 3, 2
    stat_mental      9, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 570, 225, 90, 70, 570, 4, 140
    armour_ug_levels 3
    armour_ug_models dismounted_knights_hospitaller
    ownership        england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary
    ;unit_info        13, 0, 21
    Last edited by zxiang1983; 03-27-2007 at 05:30.

  9. #279
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    @GOM
    Don't know if this is related, but I've updated my Python
    script to include the 4 -> 2 int change for higher lods after
    the vertex vectors. Game still crashed after loading until
    I realized I had "characterlod0" hard-coded in my Python script.
    Changed this to characterlod# where # followed the input lod number
    of the file. Still crashed. Finally looked at my debugging output and
    realized that lod3 still wants to be called characterlod2, at least
    for armored_sergeants. Are you seeing this in your code
    and is it related to your transient error?

  10. #280

    Default Re: A start on the .MESH file format

    Hi KE

    Quote Originally Posted by KnightErrant
    @GOM
    Don't know if this is related, but I've updated my Python
    script to include the 4 -> 2 int change for higher lods after
    the vertex vectors. Game still crashed after loading until
    I realized I had "characterlod0" hard-coded in my Python script.
    Changed this to characterlod# where # followed the input lod number
    of the file. Still crashed. Finally looked at my debugging output and
    realized that lod3 still wants to be called characterlod2, at least
    for armored_sergeants. Are you seeing this in your code
    and is it related to your transient error?
    Sorry this is something that I should have let you know about, I was still crashing until I modified a lod2 to lod3 (I thought that the lod3 was the problem) and forgot to change the characterlod2 and voila, everything ran. Apologies again, I was very remiss in not letting you know. So yes, lod3 is listed as characterlod2 in the mesh file. I'm not sure why these entries are there, but if we know where they go, and place them in new files and it works.......ignorance is bliss!

    Cheers

    GrumpyOldMan

  11. #281

    Default Re: A start on the .MESH file format

    Quote Originally Posted by zxiang1983
    The hospitaller is really, really awesome and works perfect in game!! Grumpyoldman you are definitely a genius!
    Let's see the first living dismounted knights hospitaller in M2TW:





    Edit: I forgot to paste the codes:

    in battle_models.modeldb:
    Hi, i add this unit to my game (mod) and game just crash

  12. #282

    Default Re: A start on the .MESH file format

    @GOM
    With the power of the convert tool(though it's alpha version) I'm able to create a real dismounted knight templar. I'm so happy~~Thank you!


    BTW, in case anyone likes them, you can download these mesh file at:
    http://files.filefront.com//;7046710;;/
    The entries:
    in battle_models.modeldb:
    Code:
    26 dismounted_knights_templar 
    1 4 
    70 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_templar_lod0.mesh 121 
    70 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_templar_lod1.mesh 900 
    70 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_templar_lod2.mesh 2500 
    70 unit_models/_Units/EN_Lmail_Hmail/dismounted_knights_templar_lod3.mesh 6400 
    10 
    7 england 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    47 unit_sprites/england_Knights_Templar_sprite.spr 
    8 scotland 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    48 unit_sprites/scotland_Knights_Templar_sprite.spr 
    6 france 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    46 unit_sprites/france_Knights_Templar_sprite.spr 
    7 denmark 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    47 unit_sprites/denmark_Knights_Templar_sprite.spr 
    5 milan 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    45 unit_sprites/milan_Knights_Templar_sprite.spr 
    6 venice 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    46 unit_sprites/venice_Knights_Templar_sprite.spr 
    12 papal_states 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    52 unit_sprites/papal_states_Knights_Templar_sprite.spr 
    6 sicily 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    46 unit_sprites/sicily_Knights_Templar_sprite.spr 
    6 poland 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    46 unit_sprites/poland_Knights_Templar_sprite.spr 
    7 hungary 
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_templar.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    47 unit_sprites/hungary_Knights_Templar_sprite.spr 
    10 
    7 england 
    68 unit_models/AttachmentSets/Final Heater Special_england_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_england_norm.texture 0  
    8 scotland 
    69 unit_models/AttachmentSets/Final Heater Special_scotland_diff.texture 
    69 unit_models/AttachmentSets/Final Heater Special_scotland_norm.texture 0  
    6 france 
    67 unit_models/AttachmentSets/Final Heater Special_france_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_france_norm.texture 0  
    7 denmark 
    68 unit_models/AttachmentSets/Final Heater Special_denmark_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_denmark_norm.texture 0  
    5 milan 
    66 unit_models/AttachmentSets/Final Heater Special_milan_diff.texture 
    66 unit_models/AttachmentSets/Final Heater Special_milan_norm.texture 0  
    6 venice 
    67 unit_models/AttachmentSets/Final Heater Special_venice_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_venice_norm.texture 0  
    12 papal_states 
    73 unit_models/AttachmentSets/Final Heater Special_papal_states_diff.texture 
    73 unit_models/AttachmentSets/Final Heater Special_papal_states_norm.texture 0  
    6 sicily 
    67 unit_models/AttachmentSets/Final Heater Special_sicily_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_sicily_norm.texture 0  
    6 poland 
    67 unit_models/AttachmentSets/Final Heater Special_poland_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_poland_norm.texture 0  
    7 hungary 
    68 unit_models/AttachmentSets/Final Heater Special_hungary_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_hungary_norm.texture 0  
    1 
    4 None 
    14 MTW2_Swordsman 0  
    2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    In EDU:
    Code:
    type             dismounted knights templar
    dictionary       dismounted_knights_templar      ; dismounted knights templar
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          dismounted_knights_templar, 48, 0, 1.2
    attributes       sea_faring, hide_forest, hardy, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 8, 6, metal
    ;stat_armour_ex   7, 8, 0, 0, 8, 6, 6, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      1, -2, 3, 2
    stat_mental      9, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 570, 225, 90, 70, 570, 4, 140
    armour_ug_levels 3
    armour_ug_models dismounted_knights_templar
    ownership        england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary
    ;unit_info        13, 0, 21

    @Methoz
    I experienced crash,too. My suggestion is do NOT add those codes at the end of modeldb or EDU file. Just INSERT them in it, eg. insert these codes before the unit of dismounted feudal knight in battle_models.modeldb and EDU. Hope this help


    Edit: Excuse my excitement A highland nobles arquebusiers (just for fun)
    Last edited by zxiang1983; 03-27-2007 at 19:20.

  13. #283
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: A start on the .MESH file format

    If you add in new units to battle_models.modelsdb you need to change this line at the top:

    22 serialization::archive 3 0 0 0 0 705 0 0

    This is taken from my modded file, i believe that number is at 702 by default. You need to increase that number every time you add in a new entry.

  14. #284
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    The vanilla count for units in the battle_models.modeldb is 701.
    So increase the unit count number or add your units into the
    middle. (Just kidding, increase the unit count is the right thing
    to do.)

  15. #285

    Default Re: A start on the .MESH file format

    thanks for help..i have quest. i make skin for CRUSADERS can i make some dismounted Crusaders ?? i have file in .texture ..

  16. #286
    Member Member lionskin's Avatar
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    Default Re: A start on the .MESH file format

    has the tool been released yet? I would really like to try it out.

    Great work guys. You are all Legends.

  17. #287

    Default Re: A start on the .MESH file format

    Quote Originally Posted by methoz
    thanks for help..i have quest. i make skin for CRUSADERS can i make some dismounted Crusaders ?? i have file in .texture ..

    Which unit do you mean? The Dismounted Crusader Knights? I think the vanilla game already has them You just need to let factions other than slaves use them in EDU and of coz add something in the .modeldb file.

  18. #288

    Default Re: A start on the .MESH file format

    Quote Originally Posted by zxiang1983
    Edit: Excuse my excitement A highland nobles arquebusiers (just for fun)

    Wow! Cool.

    So this mesh editor also means we can give any model any type of the existing animations?

  19. #289

    Default Re: A start on the .MESH file format

    Quote Originally Posted by mirage41
    Wow! Cool.

    So this mesh editor also means we can give any model any type of the existing animations?
    Actually, the animation is appointed in battle_models.modeldb. This tool make us able to let any unit use any type of weapon, etc.

  20. #290

    Default Re: A start on the .MESH file format

    Hi All

    I've added two extra bodies to the dismounted boyars sons to use the extra texture variations.



    The mesh files are at http://rapidshare.com/files/23127337..._sons.zip.html if anybody wants to use them. No entries are required because they just slot in over the originals. Remember to put your vanilla meshes somewhere safe before you play with these.

    Cheers

    GrumpyOldMan

  21. #291

    Default Re: A start on the .MESH file format

    Zxiang1983 those look great! Where did you download the converter? How did I miss the release, damn!

    Cheers

  22. #292
    The Philosopher Duke Member Suraknar's Avatar
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    Smile Re: A start on the .MESH file format



    Cheers guys Excelent Progress! You trully got it! :)
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  23. #293

    Default Re: A start on the .MESH file format

    Hi AD1

    Quote Originally Posted by AlphaDelta1
    Zxiang1983 those look great! Where did you download the converter? How did I miss the release, damn!

    Cheers
    You should really check your PMs, I sent you details for alpha testing.

    Cheers

    GrumpyOldMan

  24. #294

    Default Re: A start on the .MESH file format

    Where do you find the battle_models.modelsdb?

  25. #295
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    @Arron Swan
    Should be in your data\unit_models directory.
    The vanilla version doesn't have line breaks
    in it so it's hard to read. A formatted vanilla
    version is available here:

    http://www.twcenter.net/forums/downl...o=file&id=1180

  26. #296

    Default Re: A start on the .MESH file format

    I tried adding the Dismounted Quapukulu, but it's not working.

  27. #297
    Member Member KnightErrant's Avatar
    Join Date
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    458

    Default Re: A start on the .MESH file format

    You're posting a modding question in a research wiki thread.
    A more appropriate forum would be to repost in modding questions.
    Please include more information about the nature of your problem,
    do you get a black screen on loading?, a splash screen and then
    a CTD? Post info on your modeldb entry as well as EDU entries so
    people can have a better chance of helping you. Sorry, best help
    I can give you at present.

  28. #298

    Default Re: A start on the .MESH file format

    I downloaded the editor and am having some trouble. I've been trying to change the dismounted druzhina to use a sword and heater instead of an axe and round shield.

    I converted both these meshes to ms3d.

    dismounted_feudal_knights_lod0.mesh
    dismounted_druchima_lod0.mesh

    Opened the feudal knight in ms3d, hid all the shield and sword meshes in the groups tab. Clicked select vertex (unchecked hide backfaces), dragged a box over the model and deleted. Un-hid all. Saved the ms3d file.

    Opened the druchima is ms3d. Hid all the NON axe and NON shield meshes, clicked select vertex (unchecked hide backfaces), dragged a box over the remaining model (axe and shield) and deleted. Un-hid all.

    Clicked file > merge > dismounted_feudal_knights_lod0.ms3d.

    Saved the ms3d file. Converted it with the converter to a .mesh and placed it into the system.


    This is what I see in-game.



    Any would be appreciated.

    Cheers

  29. #299

    Default Re: A start on the .MESH file format

    Aha~ You've met the same problem as I did.

    It's very easy to solve:) Just switch the order when your merging. I mean if you want to use A's body with B's weapon, select A first and then merge with B. In your case, select dismounted druzhina's body first and then merge with feudal knight's sword.
    Last edited by zxiang1983; 03-29-2007 at 07:43.

  30. #300

    Default Re: A start on the .MESH file format

    Hi

    @AlphaDelta1, Zxiang

    The main problem is that you used the native Milkshape merge function, he said and then quoting from a copy of the Mesh2Ms3d.doc that went out with converters, he also said:-

    3.0 Using the Merge Ms3d function

    I wrote a Merge Ms3d function as well because the native Milkshape function is bugged after the 1.8 release and it wasn't working properly for M2TW purposes in earlier versions anyway.
    Use the Merge MS3D function in the Converter software, DON'T USE THE NATIVE MILKSHAPE MERGE FUNCTION!!! The Milkshape File/Merge adds a second skeleton and plays havoc with the vertex assignments and weights, probably why your figure looks like that. Open the preconverted figure in Milkshape and see.

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 03-29-2007 at 08:38.

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