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[Tutorial] How to edit M2TW MESH


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[Tutorial] How to edit M2TW MESH

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#1

August 30, 2007, 01:20 AM

Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48

How to edit M2TW MESH


Converting MESHes for MilkShape
NOTE: I have put this Tutorial on here for Newbies like I was when I
started out. Hopefully this can help inspire some new modelers to
get into the art of 3D modeling...
Tutorial on How to convert a M2TW mesh to ms3d and
modifying it and exporting back to mesh for use in M2TW.
This is something that has taken me a lot to accomplish, simply
because of time available, but I must say this is something I
wanted to do this for the community simply because people like
GrumpyOldMan and Knight Errant have spent so many of their
personal hours away from their families unraveling the many files
that contain the mysteries that make Medieval II Total War such an
amazing and wonderful game. For my part, Medieval II Total War, or
for that matter any Total War game that has been produced are
the ONLY PC games I have played, because they fed my desire for
an excellent PC strategy and tactics game.
I want to personally thank Knight Errant and GrumpyOldMan, for it
was both of these people who introduced me to the world of 3D
modeling in the game world and they took this little toddler beyond
just editing text files to actually working with the three-dimensional
graphics of the game. My hats off to you two.

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Now down to business.


PREPARATIONS FOR MODEL MODIFICATION
Now if I went into minute detail on every facet of model
modification for Medieval II Total War, this would be an immense
tutorial. Thus I have decided to omit sections which are found in
other tutorials on this forum (to relieve ourselves of redundancy)
and to attempt in some manner to address the key issues at hand.
Things such as unpacking the pak files under data and other such
stuff should be done prior to attempting model modification;
otherwise you will not be able to find anything to modify
Please do not overwrite any of your vanilla files. What I have done
is made a copy of all textures and meshes under a separate
directory I call Model Modification. Not only do I provide myself
with a backup of all meshes, but also I provide myself with a safe
work area to store my masterpieces and my mistakes.
NOTE: Your mesh files are located in:
\Medieval Total War\Data\unit_models
Become familiar with what kind of base models the units you want
to modify use, this is how the file structure under unit model is
setup.
We will be modifying the pike_militia_ug3_lodx mesh, which is
located under ln_3qplate_halfplate. These series of meshes will be
found under the following directory structure:
C:\...\Total War\Medieval II Total War
MyMod\data\unit_models\_units\ln_3qplate_halfplate
MESH CONVERTER by GrumpyOldMan
You will want to convert your MESH to an ms3d file format by using
GrumpyOldMans converter found here
http://www.twcenter.net/forums/downl...o=file&id=1276
I. CONVERT YOUR MESH
To begin, open the converter
Select Convert found under the File pull down. (see image)

*Note: the choices you have under the file Pull down:
Convert: this option allows you to convert MESH to MS3D and also
MS3D to MESH (to load back into game)
Merge: This allows you to merge various M2TW converted MESH
components or even other components from other models (like RTW
converted CASs) into one model.
Quit: Make sure you use Quit, because hitting the X at the wrong
time in the upper right hand corner can cause the exporter to crash
unexpectedly.

You want to convert MESH to MS3D


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LODS
NOTE: Also something to think about is that all the work that we do
here has to be done for all the lods of the various models in
question. What I am doing here is using the lod2 because it has the
smallest numbers of polygons which would work on most machines
in terms of detailed graphics. The higher lods, lod0 and lod1have
more detail in them. What I plan to do is modify only lod2 and then
when the time comes, I will copy and rename them to all lods. This
can also be done in the battle_model.modeldb, but I have not
mastered the modification of this file as of yet, so I rather just
"trick" the engine than actually modifying the lods in the
battle_model.modeldb.

This is how your model should appear in the MESH converter. By


using the right and left arrow keys, you can spin the model around
to get a full 360 degree viewing before converting.
II. BRING YOUR CONVERTED MESH INTO MILKSHAPE 3D
NOTE: On the use of and the tools of MilkShape 3D, please refer to
Chumblasofts website for MilkShape 3D tutorials. (With this I am
omitting some of the basic functions within MilkShape to avoid
redundancy)
This information may be found here:
http://chumbalum.swissquake.ch/
As you can see the MilkShape 3D interface is easy to use and here
you can see the pike_militia ms3d ready for modification.

Just for interest sake, I am going to also load the texture for this
particular model. This can be found under the following directory:
C:\...\Total War\Medieval II Total War
MyMod\data\unit_models\_units\ln_3qplate_halfplate\textures

NOTE: Now, if you notice the model seems dark, which I myself am
not sure why this is, some of our resident experts on this site
maybe able to explain this. This is something that includes the more
advanced graphics over earlier RTW models, and I have yet to learn
what and how to make some of these more advanced graphics.
Some of this has been tackled by our compatriots on the Org.
Anyway, what I seek to do is move a vertex just slightly out of
place which then lightens up the entire model. This is something
you can do, BUT is NOT necessary.
Now lets take a little break here and I will tell you what I am going
to do. I am going to change this heavily armored pikeman into a
fictional Neo-classical heavy phalangite. I am removing the vanilla
sallets, pikes and swords and replacing them with a set of new
pikes, new swords and new helmets.
To delete the pieces that I do not want for my new model, I go
under the groups tab in MilkShape and select each individual piece
and simply delete it:

I delete all parts until I have the model shown above.


NOTE: Also notice some important subjects when dealing with 3D
game models. First are your Materials.
Materials:
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Materials are textures. These must be converted to dds format


before bringing then into MilkShape. The texture to dds converter
can be found on this forum here:
http://forums.totalwar.org/vb/showthread.php?t=75726
It is necessary to have the correct materials assigned to your new
components. There are two basic sections for Materials in M2TW
models; Figure and attachments. So that we can make maximum
use of the textures we have available to us, I will load both. Later
we shall see that is important to have Materials assigned to your
new components you will want to bring in game.
NOTE: Now, in most cases if your are just making minor changes,
most of the texture mapping for M2TW models is retained through
the conversion process and when export (as we shall see later) is
retained.
Joints
Joints are the Tab that handles your bones, vertices and weights
which are terribly important to getting the model into the game. If
your vertices are not assigned correctly, you could experience all
sorts of mayhem and confusion when bringing your model back into
the game. Disabilities such as Ray Man and Stiff Man Syndrome are
common ailments to improperly assigned vertices in the model.
Ray man
{place holder for images } Ray Man
Stiff Man Syndrome

NOTE: Please refer to the Appendices section of this tutorial for


proper m2TW vertex assignments and weighting.
III. ADDING NEW ATTACHMENTS
We are now ready to bring in our new attachments. This are going
to be the new helmets, swords and pikes that I have previously
constructed. These can be new pieces that you have made
yourself, brought in form other M2TW models or what is more
exciting pieces from RTW. All the models you will see me attach to
this pike_militia_ug3 model will be from these various sources. By
having things setup this way, it allows to kit-bash models
together for an endless selection and array of soldier types.
Lets go through the steps to add our attachments.
First we need to prepare our new pieces that we will be merging
into our model. This requires use to map the individual models with
the correct textures and also assign the correct vertices to avoid
some of the problems I have mentioned in the previous text.

Here are the swords we will be using. I got these from various RTW
mods and one is an M2TW model. All of these I cleaned up and
heavily modified form my own needs. I must assign my swords with
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new textures otherwise they will look funny. In this case, so I have
access to the plate metal in the Figure texture, I am assigning the
swords to Figure in the Materials tab.

Make sure your texture mapping is correct. To keep things simple, I


am rescaling the mapping so that the swords are plain steel. I scale
the swords mapping down in the Texture Coordinate Window of
MilkShape 3D, which then allows my to put my sword over any
texture I need to.

As you can see here I have assigned the proper vertices to the
swords. In order to do this, select the bone_weapon_weapon01
joint, then you need to select all the swords. Now in this case the
scabbards are in the same group as the swords, so you will not be
able to select their group. Once this is done, under the Joints tab
select the button labeled Assign. Thats it. When and IF I cover the
conversion of RTW models over to M2TW I will address the more
difficult aspects of having to assign body vertices per joint bone on
the skeleton body.

These are the pikes we will be using. I actually hodge-podged these


together from M2TW halberds and pikes. I have already mapped and
assigned these as above.

These are the helmets that we will be using. Now these are my
pride and joy as these were the first helmets I made. The helmets
are M2TW late body burgonets and the various crests are from
modified helmets that were used in two very popular and well-done
(I might add) modifications of RTW. These various pieces of the
helmets were assembled through GrumpyOldMans merge function in
his mesh converter. I will show you further down how this can be
done when we assemble the entire pikeman together. Also, all
vertices are assigned to bone_head.

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This shows the vertex assignments to bone_head...


(NOTE: not bonehead, bone_head

A NOTE ON COMMENTS
This is a very important section which needs to be addressed.
You will for most of your components that you use to build your
model, insert comments under their particular designation.
Comments help the game engine place the various components of
the figure together. This is needed because now with M2TW the
engine is now able to put various parts of the model together to
create random appearing units. It is necessary to have your
Comments for each piece labeled correctly so that the game engine
can place these correctly and maintain their position on the model
throughout the lods as you zoom in an out. Otherwise, what
happens is that as you zoom in and out, helmets will change or
weapons will appear and disappear.
IV. MERGE FUNCTION IN THE MESH CONVERTER
My favorite function available in the converter is the ability to kitbash various pieces of models together. This can be done under
the merge function. Now, something to remember, that as your are
assembling your pieces together, you must rename your ending
model, because the converter is setup in such a way as to not
allow you to overwrite one of your existing pieces your are using for
assembly. What I like to do is simple; just add some alphanumeric
character at the end and progress down as you add parts.
When you merge, start with the main body (I am not sure if it
makes any difference, but I prefer to move down a logical path
usually)
Below, I have merged the body and helmets together.

Below I have now merged the new body with swords.

You move on and on, continuing to merge your various pieces until
you are complete.

Below is the complete model in MilkShape 3D

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[Tutorial] How to edit M2TW MESH

V. EXPORTING YOUR NEW MS3D BACK TO MESH


Open up GOMs converter again, Select Convert under the File pull
down.
For this you want: MS3D to MESH
Remember to do this for all lods,
After this, replace the vanilla model with your new model under its
proper path and then you may now proceed to start M2TW and see
your new unit in game
VI. NEW MESH IN GAME
This is the new pike militia in game awaiting their opponents on the
field of battle.

Below are French and HRE pike-militia duking it out with new plumed
helmets, short pikes and new swords.

AT

Last edited by Andromachus; August 30, 2007 at 01:32 AM.


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#2

August 30, 2007, 01:21 AM

Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48

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Re: Tutorial - How to edit M2TW MESH


Appendices on Texture mapping

Open your Model up in MilkShape 3D

Load your Texture under the Materials Tab on the Left hand side.
Make sure that your Material for the soldier body is loaded under
Figure portion. This is important, otheriwse the soldier texture could
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wind up on your weapons, shields etc.

Before working with your mapping for new parts, select the parts in
the model window. It is important to select the Faces and not just
the vertices, so when you open the Texture Coordinate Window,
your model parts will appear.

The Texture Coordinate Window is found under the Window pulldown.

Once you have entered the Texture Coordinate Window, go to the


model selection on the right hand side and select the portion of the
model or Group you would like to map.

Use the Select button to select your map, just like you would a
model piece in the standard modeling view.

Use the move button to move your map over the correct texture.
Notice as you move the 2D representation of your selected model
that it will "pick" up the texture it is over.

Use the lower "Scale" button, just above "Fit Selection" to "scale"
your view, not your texture map.
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[Tutorial] How to edit M2TW MESH

IMPORTANT: Don't let this throw you, as you are not scaling your
texture map, you are zooming.

Use the upper "Scale" button in your tools cluster to scale your
texture map.

Now the feather plume texture is mapped and ready for its glorious
showing upon the field of battle...
I hope this section has been helpful...
AT

Last edited by Andromachus; September 15, 2007 at 05:55 AM.


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#3

August 30, 2007, 01:21 AM

Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48

Re: Tutorial - How to edit M2TW MESH


Place holder for Appendices on RTW CAS conversion and
Vertex-Bone assignment in MilkShape 3D
Location of GrumpyOldMan's RTW CAS to MilkShape 3D converter...
http://www.twcenter.net/forums/downl...o=file&id=1321

Last edited by Andromachus; September 15, 2007 at 05:55 AM.


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#4

August 30, 2007, 07:44 AM

KnightErrant

Re: Tutorial - How to edit M2TW MESH


AT,

Taih no heishi

Join Date: Jan 2007


Location:
Huntsville, Alabama USA
Posts: 578

That is very nice. Very detailed so everyone can follow along.


I know you're still working on the appendices but this is going
to be very helpful to us non-Milkshape conversant people (I mean
mechanics of Milkshape which I still haven't gotten down despite
GOM's helpful posts.) I hope once the yard season is over I can
tread the steps you've trod already so many thanks for the
roadmap.
Edit: Just wanted to add one thing. New users might see the bones
displayed very large. GOM's release notes have this caveat:
Go to File --> Preferences and then choose the misc tab.
Under joint size type in 0.025, this makes the joints display
in a normal way. "Dictum Sapienti sat est"; A word to the
wise is sufficient.
KE

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Last edited by KnightErrant; August 30, 2007 at 08:24 AM.


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#5

October 02, 2007, 05:49 PM

killerxguy

Re: Tutorial - How to edit M2TW MESH


Nice tutorial...what about the rest of the tutorial?
Thanks for what you gave anyways.

Artifex

Join Date: Sep 2005


Location:
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Posts: 2,397

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#6

October 10, 2007, 01:06 AM

Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48

Re: Tutorial - How to edit M2TW MESH


@killerxguy
My apologies, but raising five kids takes a lot of your time.
I will try to publish something in the next several weeks if I can...
AT
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#7

October 30, 2007, 01:49 PM

alien_t

Re: Tutorial - How to edit M2TW MESH


Will you finish please Vertex-Bone assignment appendix?
Thanks for great tutorial :-)

Join Date: Aug 2006


Location: Sofia, Bulgaria
Posts: 1,119

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#8

October 30, 2007, 01:51 PM

alien_t

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Re: Tutorial - How to edit M2TW MESH


Sorry, double post. Please delete

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[Tutorial] How to edit M2TW MESH


Join Date: Aug 2006


Location: Sofia, Bulgaria
Posts: 1,119

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#9

January 13, 2008, 05:40 PM

Musculus Maximus

Re: Tutorial - How to edit M2TW MESH


I hope the rest is coming soon

Signifer
Join Date: Aug 2007
Location: Germany
Posts: 212

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#10

January 16, 2008, 07:21 AM

The Conquistador

Re: Tutorial - How to edit M2TW MESH


I was hoping to ask if I could get a unit request through does
anyone know where to find a forum for unit requests at... I have
tried and tried ans spent countless nights trying to use milkshape
but I keep failing every time

Ashigaru
Join Date: Feb 2007
Location:
From the Good ol' US of A
Posts: 79

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#11

January 27, 2008, 12:16 AM

funky_kiwi

Yoshihara
Join Date: Feb 2007
Posts: 65

Re: Tutorial - How to edit M2TW MESH


hey, thx a lot 4 the tutorial, I think that thanks 2 u I can now find
my way through. I've got 1 trouble though, I'm using the 30days
tryout version of MS3D, and I'm only on my 2dn, but since the 1st
one included, it refused to save my work saying that I must buy the
licence. Does anybody know why ? thx by advance :smiling:

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#12

January 27, 2008, 03:10 AM

funky_kiwi

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Re: Tutorial - How to edit M2TW MESH


Hey sry again, but I've got a new problem maybe u guys can help

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[Tutorial] How to edit M2TW MESH

me with : I found a way to save milk files but here is the new
problem:

Yoshihara
Join Date: Feb 2007
Posts: 65

I started with a empty file, then I used merge (the one in


milkshape, not GOM's) in order to import the knights_templar_lod0
model, then did the same with dhruzina_ug1_lod0, and finally
deleted the second model's groups except head & russian helmet (
coz I'm trying to give templars conical noseguard helmets). Then I
saved it & converted it back in .MESH.
Then in game, I get the stiffman thing + most parts of my templars
are invisble.
So I checked back the ms3D model, & the joints, texture
coordinates & comments were all the same as in the originial
models, as those were imported with each imported model.
So why do I get these problems, shouldn't it be working fine ? thx
by advance ^^
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#13

February 01, 2008, 04:18 PM

funky_kiwi

Re: Tutorial - How to edit M2TW MESH


sorry, never mind, I havn't really understood what was wrong but
I've found another way to make it work.

Yoshihara
Join Date: Feb 2007
Posts: 65

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#14

February 22, 2008, 08:31 PM

CyRan
Murakawa
Join Date: Feb 2008
Posts: 2

Re: Tutorial - How to edit M2TW MESH


I can't convert the .mesh 's in attachments and weapon library
MESH_2_MS3D
Non-standart file - Not Processed
Hope someone can help me
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#15

February 23, 2008, 07:25 AM

KnightErrant

Taih no heishi

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Location:
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Posts: 578

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Re: Tutorial - How to edit M2TW MESH


Not sure what files you want to modify. Under
data\unit_models\weapons_library I see some meshes.
These are really small mesh files with only bone_Rhand and
bone_weapon01 being mentioned. The mesh converters available
only
work with regular unit_models\_units types of humanoid models.
After a
quick look with a hex editor, these files follow a different format
from the
unit model files so that is probably why GrumpyOldMan's converter
displays
the error message you're seeing. That is, there looks to be vertex
vectors
at the beginning but after that can't really see a triangle data

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[Tutorial] How to edit M2TW MESH

section
with group comments or anything else you usually see in a .mesh
file.
What is it you want to accomplish by modding these files?
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#16

February 23, 2008, 12:19 PM

CyRan
Murakawa
Join Date: Feb 2008
Posts: 2

Re: Tutorial - How to edit M2TW MESH


I need some single Helmets and Swords for my Model, and i thought
i can find them there.
[ I'm in the step in the Turoial where he modifies his swords and
spears. ]
It would be nice if someone could tell me where i find those swords
and helmets.
Edit: What do i have to add in the medieval.prefereces.cfg to see
my changes?

Last edited by CyRan; February 23, 2008 at 01:20 PM.


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#17

June 16, 2008, 01:54 PM

Chim

Re: Tutorial - How to edit M2TW MESH


The model shows up like this:
Spoiler Alert, click show to read:

Show

This is very annoying because I can't see what I'm doing. How do I
remove all those blue lines?
Join Date: Sep 2006
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#18

June 17, 2008, 09:16 PM

Alletun

Re: Tutorial - How to edit M2TW MESH


Try looking on page 61 in the Tome.

Artifex

Join Date: Jan 2007

Unit makers Tome of Knowledge:


http://www.twcenter.net/forums/showthread.php?t=127787
Warhammer: Total war modeller. Orc & Goblins (GREENSKINS!) creator
http://forums.totalwar.org/vb/showthread.php?t=90663&page=2

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Third Age: Total war. Modeling and Skinning. Working on Isengard.

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#19

June 18, 2008, 11:40 AM

Riannorix

Re: Tutorial - How to edit M2TW MESH


Originally Posted by Chimaeira

The model shows up like this:


Suzuki
Join Date: Jul 2007
Location: France
Posts: 216

Spoiler Alert, click show to read:

Show

This is very annoying because I can't see what I'm doing. How
do I remove all those blue lines?

Go to edition>>preference>>misc>>joint size>>0.025
if not alletun, when we want assign news vertexs to news bones,
we must do the rigging? and correct me if i done a mistake but to
do that i must selected some vertex + clik on joint and ctrl and i
select the bone usefull and i click on assign. Is it that?
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#20

June 18, 2008, 05:33 PM

Alletun

Re: Tutorial - How to edit M2TW MESH


with the select tool set to "faces", select the faces (not the
vertices) you want to assign to a bone. Then click on the bone in
the Joint tab and hit assign. No need to hold down ctrl or anything.

Artifex

Join Date: Jan 2007


Location: Denmark
Posts: 746

Unit makers Tome of Knowledge:


http://www.twcenter.net/forums/showthread.php?t=127787
Warhammer: Total war modeller. Orc & Goblins (GREENSKINS!) creator
http://forums.totalwar.org/vb/showthread.php?t=90663&page=2
Third Age: Total war. Modeling and Skinning. Working on Isengard.

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