Total War: Warhammer, Noesis script
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jayn23
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Re: Total War: Warhammer, Noesis script
Hi,
If i had to guess this looks like a texturing issue ,
Try loading without textures (make sure no textures are in folder)
if that does not work upload sample
If i had to guess this looks like a texturing issue ,
Try loading without textures (make sure no textures are in folder)
if that does not work upload sample
Re: Total War: Warhammer, Noesis script
I opened it in blender, and i see veird results, but still no body part:

And without texture it looks the same.
I attached exported fbx. Thank you for help

And without texture it looks the same.
I attached exported fbx. Thank you for help
Last edited by Angmarec on Mon May 18, 2020 9:57 am, edited 1 time in total.
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jayn23
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Re: Total War: Warhammer, Noesis script
I dont see any attachment, but any way i would need the original file, not exported FBX in order to t/s
Edit:
by the way is this from Total warhammer 1 or 2?
because animation was tested only on Total warhammer 2, try loading without animation as well
Edit:
by the way is this from Total warhammer 1 or 2?
because animation was tested only on Total warhammer 2, try loading without animation as well
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jayn23
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Re: Total War: Warhammer, Noesis script
Well it really was not loading all meshes, there is a inconsistency between meshes for static and skinned so i set it to load the smaller number of meshes (LOD vs Meshcount) which always worked until this sample.
in order to solve this is i added a attribute called "DEBUG = 0" in line 10 of the code, when its set to 0 it will load minimum mesh count which works for static and most of the time skinned mesh.
if you think (like in this case you are missing meshes) change code to "DEBUG = 1", and it will load according to mesh count.

I also made some QoL changes to code:
1. first you double click on mesh file only (1 less click than before), then asked to choose skeleton file and the then animation.
you can cancel after mesh and you will get only mesh, cancel when animation is requested and get mesh with skeleton or load all three.
2. Since last time i posted my script i learned how to load each mesh seperatly with a uniqe name, so now in order to allow you to choose high poly mesh without LOD i made it so all meshes are loaded but each has its own name and can very easily be deselected in noesis or any other program.

in order to solve this is i added a attribute called "DEBUG = 0" in line 10 of the code, when its set to 0 it will load minimum mesh count which works for static and most of the time skinned mesh.
if you think (like in this case you are missing meshes) change code to "DEBUG = 1", and it will load according to mesh count.

I also made some QoL changes to code:
1. first you double click on mesh file only (1 less click than before), then asked to choose skeleton file and the then animation.
you can cancel after mesh and you will get only mesh, cancel when animation is requested and get mesh with skeleton or load all three.
2. Since last time i posted my script i learned how to load each mesh seperatly with a uniqe name, so now in order to allow you to choose high poly mesh without LOD i made it so all meshes are loaded but each has its own name and can very easily be deselected in noesis or any other program.

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Last edited by jayn23 on Mon May 18, 2020 5:53 pm, edited 1 time in total.
Re: Total War: Warhammer, Noesis script
Wow, thank you a lot. It works.
Also i wonder what is workflow for models stored in few different files.
Also i wonder what is workflow for models stored in few different files.
Re: Total War: Warhammer, Noesis script
Hi jayn23, i have one question.
There are few bones in sceleton, called be_prop_[n], they are placeholders for weapons and other stuff, that can be attached to model, and as i understand script dosn't put them into right place, can you check it please
There are few bones in sceleton, called be_prop_[n], they are placeholders for weapons and other stuff, that can be attached to model, and as i understand script dosn't put them into right place, can you check it please
Re: Total War: Warhammer, Noesis script
Excuse me, dear sir!
But how can I correct python script to open *.rigid_model_v2 from total war saga, because now it has an error.
Apparently due to an attempt to load textures.
The error itself -
Do you have any ideas how to remove tex call from script?
Thanks in advance!
But how can I correct python script to open *.rigid_model_v2 from total war saga, because now it has an error.
Apparently due to an attempt to load textures.
The error itself -

Do you have any ideas how to remove tex call from script?
Thanks in advance!
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jayn23
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Re: Total War: Warhammer, Noesis script
Hi, sorry but what you are asking for isn't in the scope of the script, if weapons model was included in the file i could easily do it, but if you are loading a weapon mesh there is no way for me or the script to know what you are loading and to which prop_[n] bone to attach to, this is handled by game engine and game scripts.There are few bones in sceleton, called be_prop_[n], they are placeholders for weapons and other stuff, that can be attached to model, and as i understand script dosn't put them into right place, can you check it please
on the bright side what you are asking to do is very easily achieved, in 3ds max you would just load the weapon mesh add a skin modifier and bind all vertex to the wanted prop_[n] bone and done!!!.
Please upload a sample file, so i can look - i dont think its texture related.Excuse me, dear sir!
But how can I correct python script to open *.rigid_model_v2 from total war saga, because now it has an error.
Apparently due to an attempt to load textures.
Re: Total War: Warhammer, Noesis script
I mean different thing, I am not asking to add weapon to the model. I just suspect that prop bones located in wrong places. In all models I extracted they were located beneath all skeleton, all weapons attached to prop_1 or prop_2, and I expect them to be near model hands, but they are not there. Probably it is the way it should be, but I really doubt.Hi, sorry but what you are asking for isn't in the scope of the script, if weapons model was included in the file i could easily do it, but if you are loading a weapon mesh there is no way for me or the script to know what you are loading and to which prop_[n] bone to attach to, this is handled by game engine and game scripts.
on the bright side what you are asking to do is very easily achieved, in 3ds max you would just load the weapon mesh add a skin modifier and bind all vertex to the wanted prop_[n] bone and done!!!.
I attach screenshot:

As you can see:
a.Those bones not connected to anything except animroot
b.They located in strange place
Just in case, link to model
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jayn23
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Re: Total War: Warhammer, Noesis script
I have a very limited supply of samples, but i took a look at them,
You are a probably right about prop[n] bones being attachment for weapons since centaur had them but griffin and dragon did not.
i took a look at attack animation for centaur and prop bones were moving in a way that seems correct for a weapon, what i am saying is it dosent matter where the bone is located as long as the animation is moving it correctly.
try using an attack animation and see how the bones move
You are a probably right about prop[n] bones being attachment for weapons since centaur had them but griffin and dragon did not.
i took a look at attack animation for centaur and prop bones were moving in a way that seems correct for a weapon, what i am saying is it dosent matter where the bone is located as long as the animation is moving it correctly.
try using an attack animation and see how the bones move
Re: Total War: Warhammer, Noesis script
I checked other model:

And it works perfectly, axe works great with all animation, and compared to mazdamundi all prop bones has child, called be_prop_[n]_end
And one more addition, all models i exported with this script, are mirrored against x

And it works perfectly, axe works great with all animation, and compared to mazdamundi all prop bones has child, called be_prop_[n]_end
And one more addition, all models i exported with this script, are mirrored against x
Re: Total War: Warhammer, Noesis script
Thank you!Please upload a sample file, so i can look - i dont think its texture related.Excuse me, dear sir!
But how can I correct python script to open *.rigid_model_v2 from total war saga, because now it has an error.
Apparently due to an attempt to load textures.
FILE: http://www.mediafire.com/file/ql3jp3k7j ... 1.zip/file
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jayn23
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Re: Total War: Warhammer, Noesis script
heres a modified script that opens your sample, i missed the fact that its from total war saga and not warhammer,Thank you!
FILE: http://www.mediafire.com/file/ql3jp3k7j ... 1.zip/file
i suggest you open a new thread for that game here.
Formats are very slimier but still different so one script wont work for both and it will just be confusing here.
probably right hand vs left hand cord system, i googled how to swap from cords but when i applied the swap it worked for skeleton it also changed the up direction of the skeleton making it incompatible with the mesh.And one more addition, all models i exported with this script, are mirrored against x
i am not going to put any more time in to this sorry, just dont think its important enough.
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Re: Total War: Warhammer, Noesis script
All is work perfectly!jayn23 wrote: ↑Sun May 24, 2020 8:14 pmheres a modified script that opens your sample, i missed the fact that its from total war saga and not warhammer,
i suggest you open a new thread for that game here.
Formats are very slimier but still different so one script wont work for both and it will just be confusing here.
Amazingly, you fixed it so fast! You are a true master of scripting! I am very grateful to you for your help! And I sincerely wish you and family health up to the 5th generation!
