Deliverator
Graphical Hackificator
LH textures have a header file added to them so they can't be opened it by GIMP
...or any other program as far as I know. Also sadly grnreader98 doesn't export the leaderhead skeletons.
LH textures have a header file added to them so they can't be opened it by GIMP
5. Blender 2.49a: Import the Milkshape3D ASCII .txt file using my customized script: Scripts -> Import -> Milkshape 3D ASCII (.txt). Now for the slightly fiddly manual bit. Open up the Outliner in a window in Blender and locate the first bone in the Armature (may be called Dummy_WORLD, WORLD_center, point_WORLD, etc). Clear the parent of any children of the WORLD bone. Now delete the WORLD bone by using X key in Edit Mode, and then rename the topmost Armature object to whatever the name of the WORLD bone was. See before and after pics. (This WORLD bone is a byproduct of the conversion process and is doing nothing helpful other than incorrectly rotating our skeleton - the export process will give a nice clean root bone.) Save your .blend file. Pat yourself on the back for creating a Blender unit template!![]()
...or any other program as far as I know. Also sadly grnreader98 doesn't export the leaderhead skeletons.
QUESTION - Do we need to rotate the object they always come in at a weird angle. before I would rotate them does your script handle that?
Even nifscript can't import/export full data about lh into blender. So we have to do nifswap and add shaders. The answer is "too much data" or "the difference between the functions of the programs".Too many bones?
Probably should add some notes here:
- On import you may not see your object. Why I have no idea. but if you cange "object Mode" to "Edit Mode" and zoom out then you'll see your import.
- if you put your cursor on a divider line it will make two arrows. right click and choose "split" then split your screen. you'll see mirrors of your object. Click the left most button and choose "outliner" to get the skeleton. expand those out and you'll see the armature part. Also if you click object then your imported object with finally show by itself
QUESTION - Do we need to rotate the object they always come in at a weird angle. before I would rotate them does your script handle that?
I just tried it without rotating the Civ 5 blend but rotated the imported civ 4 mesh to the civ 5 mesh position and it looks OK in Nexus viewer with all animations working. Will try it in game latter on and let know how it goes.
does anyone know how to decompile grnreader98.exe and see why it can't handle skeletons? Too many bones?
Its only a Marder I and its not as complicated as a soldier or cavalry unit, but still it worked. Here is the screen shot.
just a quickie....
in regards to LH, the haile selassie creates an smd file, but txt to blender wont import the skeleton...
in regrds to the units, i smd'd the machinegun, artillery and cannon, but had weird results, as if some of the objects were all sucked into one point (the gr2 looked ok in granny BUT not in [old] asset viewer), so, with the MG, i imported the four seperate objects and kept them seperate, parented them, got rid of the original single object and exported to fbx....in indiStone, i created seperate unitshaders and assigned them....it WORKED!
in regrds to the units, i smd'd the machinegun, artillery and cannon, but had weird results, as if some of the objects were all sucked into one point (the gr2 looked ok in granny BUT not in [old] asset viewer), so, with the MG, i imported the four seperate objects and kept them seperate, parented them, got rid of the original single object and exported to fbx....in indiStone, i created seperate unitshaders and assigned them....it WORKED!
Up to now my experience has been that to make properly formed Civ 5 units you are restricted to one mesh (by the FBX->GR2 conversion), and one material/texture by Nexus Buddy. That means you have to merge your DDS textures into a single file. I'd be happy to be proved wrong!
just a quickie....
in regards to LH, the haile selassie creates an smd file, but txt to blender wont import the skeleton...
How did you separate the objects? In milkshape?
Can you explain exactly what you mean by "i imported the four seperate objects and kept them seperate, parented them, got rid of the original single object"?
hen, save a copy as "mesh1" or "object one" or using the name of the meshes (ammo, gunner, etc).....let's go with "AMMO BOX"....in object mode, delete the skeleton (all the bones), then, go to your mesh and in edit mode, delete faces, verticies, etc EXCEPT those belonging to the ammo box....save that mesh....do the same thing, using your original blend, to isolate the gunner, then loader, then the gun meshes...
you now have 4 mesh files and your original blend.....open up the original blend, minimize it.....open up your mesh blends...use your ["DELIVERATOR'S] copy/paste script to copy the meshes/objects onto the original/base blend file....
after you have copied over the four meshes, delete the original mesh (the one that has all the objects together)......then, in object mode, select the skeleton and ONE mesh, and “make parent to armature” one mesh at a time.....export to FBX....
when you open up your fbx in indiestone, you will see four materials/objects.....add four material types/unitshaders_skinned and assign 1 to 1 (note: I don’t necessarily assign the textures before saving as gr2....you can come back to the gr2 later)