Rigid model v2 чем открыть
XeNTaX
Game Research Forum
XeNTaX
Game Research Forum
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?
Post by zaramot » Fri Jun 07, 2019 9:37 am
Post by wanglata » Fri Jun 07, 2019 6:04 pm
Post by Nguyen Thanh Tùng » Sun Jun 09, 2019 5:09 am
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
Post by zaramot » Wed Jul 10, 2019 1:51 pm
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 :
As you can see on the picture above, you can choose skeleton type : human, Horse, Camel, Elephant, etc.
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.
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.
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.
Информация
Последние Статьи
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