Rigid model v2 чем открыть

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Post by wanglata » Fri Jun 07, 2019 7:20 am

The game uses the same TW3 engine as WH2 but has been upgraded so the old plugins can’t used. Can anyone help me? Rigid model v2 чем открыть. %5Bcolon%5Dcry. Rigid model v2 чем открыть фото. Rigid model v2 чем открыть-%5Bcolon%5Dcry. картинка Rigid model v2 чем открыть. картинка %5Bcolon%5Dcry

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Post by zaramot » Fri Jun 07, 2019 9:37 am

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Post by wanglata » Fri Jun 07, 2019 6:04 pm

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Post by Nguyen Thanh Tùng » Sun Jun 09, 2019 5:09 am

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Post by zaramot » Sun Jun 09, 2019 6:54 pm

Post by Leo73 » Sun Jun 09, 2019 8:28 pm

Post by Leo73 » Sun Jun 09, 2019 10:46 pm

Post by wanglata » Mon Jun 10, 2019 5:00 pm

Post by Leo73 » Wed Jul 10, 2019 5:56 am

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Post by zaramot » Wed Jul 10, 2019 1:51 pm

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Thread: Rome II rigid_model_v2 editor/ exporter ms3d

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Tell me why the page is not loaded on the site http://unwrap3d.com/, only half of the pages is loaded, the page is loaded buy empty. Anyone encountered this problem site? How to buy this program?

Plugin work, but not with shields.
I didn’t try trees yet.

ULTIMATE UNWRAP 3D USING UU3D PRO

UU3D is able to export most of rigid_model_v2 from R2TW

To install plugin, simply unzip downloaded file and copy its content in your program files \Ultimate Unwrap3D Pro\plugins

B. OPENING A VARIANT_WEIGHTED_MESH MODEL

Open your model’s rigid_model_v2 file : double clic on your R2TW model and choose UU3D or open UU3D and then go to file, open, etc.

A new windows will appear :
Rigid model v2 чем открыть. 1380957843 tuto uu3d install 004 import model01. Rigid model v2 чем открыть фото. Rigid model v2 чем открыть-1380957843 tuto uu3d install 004 import model01. картинка Rigid model v2 чем открыть. картинка 1380957843 tuto uu3d install 004 import model01

As you can see on the picture above, you can choose skeleton type : human, Horse, Camel, Elephant, etc.
Rigid model v2 чем открыть. 1380957843 tuto uu3d install 005 import model options. Rigid model v2 чем открыть фото. Rigid model v2 чем открыть-1380957843 tuto uu3d install 005 import model options. картинка Rigid model v2 чем открыть. картинка 1380957843 tuto uu3d install 005 import model options

Most of the time, UU3D is able to choose the right skeleton.

You can also import an animation (.anim file) to animate your model or even modify animation itself.
Rigid model v2 чем открыть. 1380959286 tuto uu3d install 006 importing animation. Rigid model v2 чем открыть фото. Rigid model v2 чем открыть-1380959286 tuto uu3d install 006 importing animation. картинка Rigid model v2 чем открыть. картинка 1380959286 tuto uu3d install 006 importing animation

he told he cannot make the plugin to export as Rome 2 model extension : rigid_model_v2
So in fact ; There is no possibility to create/modify units and put them back in game

So, we will have to wait for a hypothetic «R2TW Assembly Kit».

Shield and trees have been fixed

One thing that «bother» me is that models seems to not use several lods.
This could explain optimization problems in game.

On the other hand, performance problems should not appears only when zooming on a melee.
Maybe did they use an other process.

shields are fixed but trees are still bugged.

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Of course, UU3D is not a freeware.

Note that the plugin only allow to open rigid_model_v2 and to save them to other file formats.
It is not possible yet to save models as rigid_model_v2.

Just reporting with my mostly failed attempts at working in a female battle model into the game:

My results were subpar. If you’re interested read on…

I tried everything I could think of.
1) 1) Used «VariantMeshes/_VariantModels/man/skin/campaign/spy_female/skythian/skythian_spy_female.rigid_model_v2» in a custom variantmeshdefinition file.

This actually did work fine in-game with female voices and everything. However, the model itself was so wacky… only the head and face were recognizable… the rest was a mess amalgamation of unassigned, jittery vertices. I did think of maybe releasing even that… but it’s not worth it since it’s so shoddy quality, it’s barely a unit. I tried other female models currently available like the champion female gaul and dignitary female, but they came out even worse… the head stretched out like some witch, haha.

2) 2) Using male models but changing the textures: This almost worked, but then it just looks like very feminine young men, still doesn’t look like women, even if superimposed textures. It just still looks odd.

3) 3) With the new UU3D updates and ETW plugin updates, I was able to open up a rigid_model_v2 and look around at present male and female models (mostly from campaign, not battle units). Then, I dastardly merged the female campaign body group objects onto the male battle skeleton bones. So now everything is rigged… but I can’t save/export BACK into the rigid_model_v2… and I checked most forums like this one and current consensus is that we currently can’t save/export BACK to rigid_model_v2…. Otherwise, I could have cracked these female models into battle game. GAH, i got so close, I felt like.

I even tried saving as a RIGID_MODEL Type 3, and then renaming it to rigid_model_v2. but that didn’t work of course lol.

Therefore, I’m just going to wait until Nomadic Tribes DLC rolls around (which is VERY LIKELY to have female battle units/models/variantmeshdefinitions), and then make a big overhaul/update of my NTE mod, since I’ll hopefully have much more goodies, models, textures to work with. Hopefully, soon enough Rome 2 Assembly Kit would also become available.

Really the biggest stumbling block is modelling import/export pipeline that is swift, efficient, and polished. With that, then deeper modding with custom meshes and textures may begin in earnest. Until then, this is about the best I could do.

Gah, where is KnightErrant with his R2TW converters from RIGID_MODEL_V2 to MS3D or FBX or Wavefront OBJ and back.

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Туториал по моддингу Аттила Тотал Вар (rigid_model_v2)

ВНИМАНИЕ! ВО ВРЕМЯ ИЗУЧЕНИЯ СТАТЬИ ОБЯЗАТЕЛЬНО ЧИТАЕМ КОММЕНТАРИИ ВНИЗУ ПОСЛЕ СТАТЬИ, ГДЕ Я БУДУ УКАЗЫВАТЬ НА НЕТОЧНОСТИ И ОШИБКИ, ДОПУЩЕННЫЕ В САМОЙ СТАТЬЕ, ПО МЕРЕ РАСШИРЕНИЯ СВОИХ ЗНАНИЙ.

So in your case just right click on the viewport and press «Unhide All». Then should make the bosses visible so you can delete them.

It should also make the oval shields visible which you see when zooming out. Same here, just delete them. For your shield object, make sure its name ends with «_lod1». If you also want to have multiple LOD’s for better performance, do this (It is not the best solution but you get quick results very easily): Duplicate your shield object three times. Duplicate 1’s name should end with «_lod2», Duplicate 2’s name with «_lod3» and so forth. Select the first duplicate (Since they are all at the same coordinates, you can use Select From Scene) and go the Modify tab. Click on the Modifier List and choose «ProOptimizer». Among Optimization Options and Materials and UVs, tick «Keep Textures» and «Keep UV Boundaries». Now press on «Calculate». Change the Vertex % to something like 80,0 for example. Then click again on the Modifier List and choose «Edit Poly». Right click on «Edit Poly» in the modifier stack and press «Collapse To». The first duplicate is now ready. Do the same for the remaining two LOD’s, each time with less Vertex % of course. That should do it.
Смотрите сами, как вам лучше делать ЛОДы. Для пробы сделайте как я написал выше на русском языке)))))
Ну и наконец нажимаем Export, тип выбираем CS2 Max Exporter (*.CS2), даем имя своему файлу.
• Финальная часть
Экспортированный файл помещаем по адресу assembly_kit\raw_data\VariantMeshes\VariantModels\man\skin, открываем БОБ (Акита) и экспортируем наш CS2-файлик в rigid_model_v2.
Ваш экспортированный файл rigid_model_v2 будет лежать по адресу assembly_kit\working_data\VariantMeshes\_variantmodels\man\skin

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[Статья] Туториал по моддингу Аттила Тотал Вар (rigid_model_v2)

Rigid model v2 чем открыть. statuser zero. Rigid model v2 чем открыть фото. Rigid model v2 чем открыть-statuser zero. картинка Rigid model v2 чем открыть. картинка statuser zero

So in your case just right click on the viewport and press «Unhide All». Then should make the bosses visible so you can delete them.

It should also make the oval shields visible which you see when zooming out. Same here, just delete them. For your shield object, make sure its name ends with «_lod1». If you also want to have multiple LOD’s for better performance, do this (It is not the best solution but you get quick results very easily): Duplicate your shield object three times. Duplicate 1’s name should end with «_lod2», Duplicate 2’s name with «_lod3» and so forth. Select the first duplicate (Since they are all at the same coordinates, you can use Select From Scene) and go the Modify tab. Click on the Modifier List and choose «ProOptimizer». Among Optimization Options and Materials and UVs, tick «Keep Textures» and «Keep UV Boundaries». Now press on «Calculate». Change the Vertex % to something like 80,0 for example. Then click again on the Modifier List and choose «Edit Poly». Right click on «Edit Poly» in the modifier stack and press «Collapse To». The first duplicate is now ready. Do the same for the remaining two LOD’s, each time with less Vertex % of course. That should do it.
Смотрите сами, как вам лучше делать ЛОДы. Для пробы сделайте как я написал выше на русском языке)))))
Ну и наконец нажимаем Export, тип выбираем CS2 Max Exporter (*.CS2), даем имя своему файлу.
• Финальная часть
Экспортированный файл помещаем по адресу assembly_kit\raw_data\VariantMeshes\VariantModels\man\skin, открываем БОБ (Акита) и экспортируем наш CS2-файлик в rigid_model_v2.
Ваш экспортированный файл rigid_model_v2 будет лежать по адресу assembly_kit\working_data\VariantMeshes\_variantmodels\man\ skin

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Thread: Rome II rigid_model_v2 editor/ exporter ms3d

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Rigid model v2 чем открыть. . Rigid model v2 чем открыть фото. Rigid model v2 чем открыть-. картинка Rigid model v2 чем открыть. картинка

Thanks to Brad Bolthouse; The Uu3d plugin has been updated and can now open the ROME II rigid_model_v2 (Rome2)

you can save the models in ms3d format ; not yet into rigid_model_v2 (Rome2) format

Nice. I hope someone has the time to create low res versions of the game models. Culling to sprites won’t be necessary, more men per battle, etc. Dead men with lower res.

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um. where’s the link to the plug-in? I can’t find anything on that website.

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Now someone get to work making a Female Model so someone somewhere can make a Amazon Faction.

Any chance to get the specification for the rigid_v2 format?

I’m sure Brad will release this Uu3d plug-in update when he will be satisfied with it

Oh and have there been any thread discussing the layout of texture maps and the like? How have they been dividing up the accessories, hair, clothing, weapons between units? If anyone could post a texture map from the game that would be really helpful. I am currently unable to get access to my notebook or PC that have TW:R2 installed.

I’m eager to download the new plugin ^^

I use UU3D since I’ve begun modding, late 2010, and I’m very happy with it and ETW plugin.
Moreover, it’s very easy to create UVmap using it.
It’s worth to buy it if you are really willing to mod Total War games (ETW/NTW/S2TW/R2TW).

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