Does this mean the shields with the coat of arms are replaceable too? I have zero 3d skills as of yet, but this might just spur me..
Eventually, yes. But at this time only simple models without 'bones' or animations can be converted. And shield objects would be probably have bones to attach to things. (I haven't examined those in detail yet)Does this mean the shields with the coat of arms are replaceable too? I have zero 3d skills as of yet, but this might just spur me..
Eventually, yes. But at this time only simple models without 'bones' or animations can be converted. And shield objects would be probably have bones to attach to things. (I haven't examined those in detail yet)
Be sure to let us know once you do examine those. The anachronistic look of the basic escutcheons is something I would like to see changed.Eventually, yes. But at this time only simple models without 'bones' or animations can be converted. And shield objects would be probably have bones to attach to things. (I haven't examined those in detail yet)
Brilliant.
:F
This is just great.
New version v0.4.0, animations are in:
(animations untested in CK2, but most likely works there too)
I have a problem, where the .mesh file is never made. The cog spins for hours.
Are there conditions on the .dae being convertible?
The cog spinning forever is a sign that there was an internal bug that stopped the process.
At the moment most Collada files should load, but since this is still a very fresh app which has not been tested broadly, there will probably be bugs/unforseen combinations.
Simplifying your model (just one merged mesh, no animations, no bones/skeleton) might fix it.
Also, if you send me the scene in question, I could take a look at what might be going wrong. (post as zip or email me at daan.broekhof <at > gmail.com if you don't want to share publicly)
Have you tested to see if it possible to make custom Shield icons for Map COA frames?
Have you tested to see if it possible to make custom Shield icons for Map COA frames?
EMFXActorType = {
name = "westerngfx_count_shield"
actorfile = "gfx\models\Shields\count_shield.xac"
scale = 0.5f
use_animation = no
}
pdxmesh = {
name = "westerngfx_count_shield"
file = "gfx\models\Shields\count_shield.mesh"
scale = 0.5f
use_animation = no
}
So, any news on the above? Also, the example mod is crashing for me.