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Topic Subject: Modeling Help Thread
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posted 06-06-10 02:24 PM EDT (US)   
Ok so I am going to start this thread so that any of us that are modelling can post our problems and questions here.

This is in the hope that any of our veteran modelers like ODA can drop by and answer some questions as I am beginner at Max too.

[This message has been edited by uthum876 (edited 06-07-2010 @ 03:13 AM).]

posted 04-30-12 11:11 PM EDT (US)     201 / 212  
Hey all,

I was wondering if anyone could tell me how to modify the weapon a soldier is holding. I reskinned a unit, but want it to hold a different weapon. I'm making macemen from the Royal Atl-Atls, but they still carry a spear. Is there a way I can reskin the weapon to look like something else? Thanks

posted 05-01-12 02:50 AM EDT (US)     202 / 212  
Don't use the royal atl atls, use one of the earlier ones, because the way they hold their arrows, they look like maces. It just depends how well the animations work for them.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 05-01-12 07:29 PM EDT (US)     203 / 212  
ok Super thanks, but I still would like to know if I can mod a weapon skin. I see a BH3 file for a "knightsword" but don't see a .tga to go with it, is it possible to reskin the weapon? One more question, is there a way to convert .BH3 files to a format that I can open in 3Ds Max 5? Sorry for the the questions, I'm just trying to graduate from the level of super noob to the level of a novice.

posted 05-02-12 02:33 AM EDT (US)     204 / 212  
Go to effectsgraphics.xml and find the knightsword entry. There it will say what file the texture comes from.

From what I know, you cannot covert BH3 models to a 3ds Max file. You can only convert 3ds Max files into BH3 models.

By the way, you are definitely not a noob!

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 05-02-12 12:02 PM EDT (US)     205 / 212  
Okay, I think I am in seriously hot water.

One of my latest models has a poly count of 808. While that is still just about usable, I am still rather concerned. Would any of you be able to help me crunch that poly count further down, given how prone I am to worrying myself sore?

This is what it looks like.

I could have solved my problem by deleting it and starting all over again, but given how difficult it is to develop ship hulls I am actually rather loath to do it all over again. If anyone has ideas on how to crunch it (once the model is complete, I estimate it will have 858 polys), let me know. You can also download the file from - sails/galeas-rigged.max if you want to try it out yourself, although it is not rigged yet for use.

[img][/img] [img][/img] [img][/img]
posted 05-02-12 04:49 PM EDT (US)     206 / 212  
If I were you I couldn't be bothered cutting it down, it won't make a difference for one model unless you built 500 in a game and have a really slow computer. You can just have reduced polycounts on your future models, and I think that will be fine.
posted 05-02-12 09:18 PM EDT (US)     207 / 212  
Okay cobber, if that's what you say so be it then. I will have to ensure that super7700 ensures that this unit is very slow and expensive to boot - which is what it was meant to do.

Also, because of how I extensively recycle parts from ships (this one here is going to have parts of it go into ironclads and late Roman vessels), is there any way to prevent the poly count from blooming? I noticed that as I imported parts from different models, my poly count went up drastically, and I need to stop that!

[img][/img] [img][/img] [img][/img]

[This message has been edited by VelvetClaw (edited 05-02-2012 @ 09:20 PM).]

posted 05-02-12 09:43 PM EDT (US)     208 / 212  
Alright, so I created a new entry in the effects_graphics.xml that looks like this <AMMO name="MedievalMace" puncture="0" puff="0" explosive="0" missile="0" flame="0" texture=".\art\medievalmace1.tga" model=".\art\barbarian_sword.bh3" renderstate="Ammo Blend"/>. Trying to use the barbarian sword for my model until I've had the chance to make a model in 3Ds Max. However when I load the game it gave me this error "Bill! You need to define this ammo type". Does anyone know how I would define an ammo type? I was so close to having a semi good looking maceman.

Thanks for the help,
posted 05-03-12 08:04 PM EDT (US)     209 / 212  
Shazaam, did you define the Maceman to actually be a melee unit? if so, that would solve a big deal of your problems.

Also, I discovered the source of "poly blooming" in my models - apparently, whenever I use the "Cap Holes" command, or recycle parts from my earlier pre-fusta models, what happens is that the poly count appears apparently low if it is an "editable poly" model, but it jumps up once you hit the "convert to editable mesh" command - is it still possible to create units from editable polys as opposed to editable meshes? talking with Col Molotov and seeing Wadis10's tutos implies that mesh seems to be the correct way, yet if other people have any ideas, please do advise me on this.

[img][/img] [img][/img] [img][/img]
posted 05-03-12 11:22 PM EDT (US)     210 / 212  
Yes i made it a melee unit, it is a fully functional unit in the game, but the mace he holds looks more like a skinny sword. So my previous post was about me trying to add a new weapon that I could just attach using "Existevent" in the unit_graphics.xml similar to how the Solduri 2 handed sword is not a part of the model or the skin, but added in after the fact. So does anyone know how to define an ammo type?
posted 05-13-12 09:27 PM EDT (US)     211 / 212  
Okay, I have a really nasty problem.

I was in the process of unwrapping a model, when for some reason, I discovered that the UVW unwrap modifier changed.

Normally, it'd have a sub-object marked "Select face", but for some reason it's now disappeared. Whenever I select vertices in the UVW screen, they don't show up in the main scene viewport. Does anyone know what I did wrong?

Please answer as soon as you can, for I am running a tight schedule - moreover, my models all have irrepairable defects and I really need to know what poly goes where!

[img][/img] [img][/img] [img][/img]
posted 05-17-16 03:40 AM EDT (US)     212 / 212  
This thread has been re-opened now that there is some progress with Blender and RON here - spread the word about this progress wherever and to whomever you can!

I saw some old threads got locked ("Model maker for everyone") so maybe this Blender add-on will help revive things a bit.
If you have any questions or comments on old threads email me or post in the general forum.

Below is a list of RON HG modelling discussion links, you have to be logged in to view some of them.
If you need any old/expired/inactive/archived threads re-activated for new comments, email me or post in the Thread Reactivation thread here.
There is a Rise of Nations 2 Total Conversion Mod project for Rise of Legends here, you can use 3DSMax for both games and hopefully Blender for ROL in the near future as well

Rise of Nations 3D Modeling Info & Links

Programs / Rise of Nations compatible? / Addons

3DSMax - Yes, need addon
Blender - Yes, need addon
Cinema 4D - ?
Gmax - No
Maya Autodesk - ?
Modo - ?
Rhino 3D - ?
Softimage Mod Tool - ?

You can download the latest Blender version here and older versions here.
Most of the versions are cross-platform so you can use Blender on Windows, Mac and Linux pcs.

Rise of Nations Blender Addon (3D Model, and Animation Importer/Exporter)

Rise of Nations 3DSMax Big Huge Unit Exporter

Steam discussion thread for Blender addon

Modelling Help Thread

BH3, BHA File Format

BH3 file threads

BHA file threads

3DSMAX threads

3DS threads

3D Max threads

Blender threads

Modelling threads here and here

Modeller threads here and here

model threads

[This message has been edited by alincarpetman (edited 05-29-2016 @ 02:42 AM).]

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