Page 3 of 3

Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Posted: Tue Mar 17, 2020 6:45 pm
by TokiChan
Hello!
Can someone give me the priests and paladins?
I wanna make cosplay suit, but can't find them.
Thanks!

Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Posted: Sun May 24, 2020 9:57 pm
by Slava
jayn23 wrote:
Sun Nov 10, 2019 12:28 pm
When loading a static mesh like a building it does not use a .anim file, when asked to pick a .anim file just press cancel, you will then be asked to choose a .V2 rigid model.

if you want i already made a custom script without skin support , you will be able to batch export all static meshes with it
PM me if you do and ill send it to you.
jayn23, when I press chancel, i gеt error: --Unable to convert: undefined to type: Filename.
Or it is problem of max 2021?

Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Posted: Tue May 26, 2020 10:30 pm
by jayn23
jayn23, when I press chancel, i gеt error: --Unable to convert: undefined to type: Filename.
Or it is problem of max 2021?
sorry for the late response i missed it somehow,

3DS max plugin was not made by me, it was made by zaramot.
his script works great on 3dsmax 2018 which is what i use, dont know about 2021, his script supports mesh + skeleton.
for any advice you should contact him, he is very helpful i am sure he will help you.

Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Posted: Thu May 28, 2020 2:54 pm
by Slava
jayn23 wrote:
Tue May 26, 2020 10:30 pm
jayn23, when I press chancel, i gеt error: --Unable to convert: undefined to type: Filename.
Or it is problem of max 2021?
sorry for the late response i missed it somehow,

3DS max plugin was not made by me, it was made by zaramot.
his script works great on 3dsmax 2018 which is what i use, dont know about 2021, his script supports mesh + skeleton.
for any advice you should contact him, he is very helpful i am sure he will help you.
Thank you very much!

Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Posted: Thu Aug 27, 2020 7:45 pm
by h3ro
I had a look at the script, but I am struggling to understand how the normals are extracted. Can someone give me some pointers? Its been a very long time since I have been any max related programming

Edit:
The script does not extract normals. If anyone wants them, they are stored like this for vertexType == 196608
vertex.Normal_X = (vertexChunck.ReadByte() / 255.0f * 2.0f) - 1.0f; //byte 12 in vertex
vertex.Normal_Y = (vertexChunck.ReadByte() / 255.0f * 2.0f) - 1.0f; //13
vertex.Normal_Z = (vertexChunck.ReadByte() / 255.0f * 2.0f) - 1.0f; //14