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#1
Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
1/15
21/12/13
*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.
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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.
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:
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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
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
4/15
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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.
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 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.
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
5/15
21/12/13
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.
You move on and on, continuing to merge your various pieces until
you are complete.
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
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Below are French and HRE pike-militia duking it out with new plumed
helmets, short pikes and new swords.
AT
#2
Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48
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
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
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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.
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.
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
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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
#3
Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48
#4
KnightErrant
Taih no heishi
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
9/15
21/12/13
#5
killerxguy
Artifex
Reply
#6
Andromachus
Munifex
Join Date: Feb 2005
Location:
Greenwood the Great
Posts: 48
#7
alien_t
Reply
#8
alien_t
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
10/15
21/12/13
Reply
#9
Musculus Maximus
Signifer
Join Date: Aug 2007
Location: Germany
Posts: 212
Reply
#10
The Conquistador
Ashigaru
Join Date: Feb 2007
Location:
From the Good ol' US of A
Posts: 79
Reply
#11
funky_kiwi
Yoshihara
Join Date: Feb 2007
Posts: 65
Reply
#12
funky_kiwi
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
11/15
21/12/13
me with : I found a way to save milk files but here is the new
problem:
Yoshihara
Join Date: Feb 2007
Posts: 65
#13
funky_kiwi
Yoshihara
Join Date: Feb 2007
Posts: 65
Reply
#14
CyRan
Murakawa
Join Date: Feb 2008
Posts: 2
#15
KnightErrant
Taih no heishi
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
12/15
21/12/13
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?
Reply
#16
CyRan
Murakawa
Join Date: Feb 2008
Posts: 2
#17
Chim
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
Location: Holland
Posts: 5,335
Artifex
Under the patronage of King Kong
Proud patron of y2day and yelowdogg23
Reply
#18
Alletun
Artifex
www.twcenter.net/forums/showthread.php?118627-How-to-edit-M2TW-MESH
13/15
21/12/13
Reply
#19
Riannorix
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?
Reply
#20
Alletun
Artifex
Reply
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