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

Post questions about game models here, or help out others!
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Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by zaramot »

Hi guys! Here's maxscript to import [PC] Total War: Warhammer II character's/monster's models with bones and weights (3ds max 2009-2016).

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Re: Total War: Warhammer II import MaxScript (*.rigid_model_

Post by lumekano »

zaramot wrote:Hi guys! Here's maxscript to import [PC] Total War: Warhammer II character's/monster's models with bones and weights (3ds max 2009-2016).

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wow!!! finally!!! thx u very much!!!
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_

Post by lumekano »

some model error like (hu9) get wrong bone transformations, look like this:

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here simple:
http://www.mediafire.com/file/r000im1v9 ... n.rar/file
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_

Post by zaramot »

Cool! Thanks, I'll take a look and fix it if I can, when I will have time :)
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by j61009123 »

Can this script imports weapon and building models from Total War: Warhammer II as well ?
I can't seems to get it right.

here is the sample
https://drive.google.com/file/d/17KEqZh ... sp=sharing
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by willemsen »

Any new updates on the script?
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by shakotay2 »

j61009123 wrote: Sun Aug 18, 2019 8:00 pm Can this script imports weapon and building models from Total War: Warhammer II as well ?
I can't seems to get it right.
I don't have 3dsmax installed but a script fix shouldn't be too hard:
.
lzd_saurus_warriors_club_1h_01-rigid_model_v2.png
(highest LOD of 4)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by jayn23 »

Any new updates on the script?
i just made a noesis script that supports static and skinned meshes, it is heavily based on zaramot maxscript - meaning i couldnt have done it without his script :P

heres the link to thread:
viewtopic.php?f=16&t=21167&p=156627#p156627
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by j61009123 »

jayn23 wrote: Sat Sep 28, 2019 10:54 pm
i just made a noesis script that supports static and skinned meshes, it is heavily based on zaramot maxscript - meaning i couldnt have done it without his script :P

heres the link to thread:
viewtopic.php?f=16&t=21167&p=156627#p156627
Thank you. Your Noesis script for Total War: Warhammer II works great for characters and weapons. However, the UV seems to be broken when I tried to export building. Here's the screenshot:
Image
Here's the sample file:
https://drive.google.com/file/d/1yK8abA ... sp=sharing
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by jayn23 »

Hey

I'll work on a fix in the next few days, just need to finish up something else i am working on before.
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by jayn23 »

Thank you. Your Noesis script for Total War: Warhammer II works great for characters and weapons. However, the UV seems to be broken when I tried to export building
Hi i looked over the sample you provided, and looks to me like something is corrupted in the data, i couldn't find the correct uv data for that
model, and i tried literally every combination.

i reinstalled the game and tried loading other building and they seemed to work:
Please note that if you have my latest version of the script it also loads textures if they are in the same folder as the model.
for xentax.JPG
could you please check a few more building models and post samples if they also have bad uv, thanks
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by j61009123 »

When I tried to open the same building as you do using your latest script, I always got this error in the debug log
"WARNING: Weight contains an out of range bone index. Discarding model".
Maybe I loaded the wrong .anim file. What .anim file you use when exporting building ?
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by jayn23 »

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

Post by Zeratul »

I've been scratching my head trying to figure out why the skeletons are reversed in the max script, and found a quick fix, that was before I realized jay23 had a noesis script for it so I'm gonna give it a shot...

Anyway, when I read the script "and I have no knowledge whatsoever of reading script or programming of any sort" I found it having a "-vx" value in line 340 and 389, when I removed the "-" from just 1 of them, it wouldn't fix anything, but when I remove it from both the skeleton would now allign perfectly, and moving the handles moves the correct corresponding bone, and not the mirrored one.

This causes another issue however, where for some reason all the meshes have their normals reversed, but it's an easy fix after everything is loaded
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Re: Total War: Warhammer II import MaxScript (*.rigid_model_v2)

Post by Morgengrat »

Thank you for your hard work for making those scripts!
As someone who never worked with models or 3D im a bit confused about how to make those work.
Basically, I have 3DMax 2013 and trying to import Buildings from WH2 to it. The thing is, I don't even know where to place the script, and what exact files should be imported from WH2 folder to 3Dmax. Could anyone link a guide or give a small tutorial for those like me, please?
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