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We use 3DS Max for modelling and animation along with a set of custom exporter plugins to save off the data as XNT (xml entity) files similar to the ones we've described for other mods.
You're welcome to download the exporters at https://pub.longbowgames.com/hegemony3/ModellingTools.zip and experiment with them.
The biggest hurdle right now is that we haven't written any documention yet and with 3D stuff it's often difficult to tell what's going wrong. I've posted a couple of the exporter meshes here: https://pub.longbowgames.com/hegemony3/entities_mesh_examples.zip which you can look at for reference.
Let us know if you've got any questions and when we get a chance we'll try to get some of the source MAX files posted as well for reference.
Thanks again
Are you planning any more video tutorials on the youtube channel?
Just a quick question. The vanilla meshes are packaged in meshes.arc I'm guessing. Opening that in notepad++ I can see the full file paths for the meshes, so if I wanted to replace a mesh I would use the path directed in the .arc file but in the mod folder in My Documents? Or would I need to make my own .arc somehow?
Sorry for the simple questions. If it would be easier I will wait until you have done a tutorial or documentation on the 3D aspects of modding. Though if I do figure some of this out I'd be happy to write up a guide to help others. Thanks!
Re the arc files, they are just an optimized archive format that we use to help speed up loading. However, for modding we suggest just using the .xnt text files directly.
As far as modding meshes goes, it's not the file path that's important but rather the entity class & type which are listed at the top of the file. For example, in the 'ladder.xnt' file in the mesh examples zip I posted to the website, lines 5 & 6 read :
and in the ladder prop file (which isn't currently posted) there's a line that says:
which tells the ladder prop to use the ladder mesh.
To mod that mesh you can either create a new mesh xnt file with the same class/type that will override it, or you can update the prop to reference a different mesh instead. If you download the unit entity zip from the website you can see how units reference their meshes in a similar way.
All that said, so far we've mostly been working with mods/dlc that add new content rather than replacing existing content so when looking over this now I'm already seeing a few potential hurdles that we might need to fix on our end to make everything work smoothly.
Hopefully that answers some of your questions and we'll work on improving the mod support and documentation as soon as possible.
Been doing some testing and can't seem to get a model appearing in game or in the editor yet.
Textures are working fine and replace textures as I would expect, but when I make an xnt for a model it doesn't replace that model. Right now I have in C:\Users\Amero\Documents\Longbow Digital Arts\Hegemony III\Mods\maxTest\Resources\entities\meshes\props\GREEK\ 3 seperate xnt files for the mesh_GREEK_house_short. I have a base one and 2 lods. There was originally errors when I first loaded the editor and realised I had messed up the texture paths, so I fixed them up and there's no longer errors but the vanilla models ar ejust showing up in the editor when I go to props and find the greek house short model...
And ideas?
Here's the xnt (without vertices and such to save space)
<!-- Name: -->
<!-- File: -->
<!-- Time: 08:23:22 PM -->
<!-- Date: Sunday, February 28, 2016 -->
<entity>
<class>objectmesh</class>
<type>mesh_Greek_house_short</type>
<!-- textures -->
<textureparam name="TexClr">Resources/Images/UV/props/GREEK/greek_man.dds</textureparam>
<textureparam name="TexBump">Resources/Images/UV/props/GREEK/greek_man_NRM.dds</textureparam>
<!-- indices -->
<numpolys>7478</numpolys>
<maxdimensions>1.0728 3.1529 0.7753</maxdimensions>
<mindimensions>-1.0764 -0.1813 -0.2261</mindimensions>
</entity>
Just to clarify it's just a basic t-pose warrior guy with a statue type texture :P
I'm guessing there's something stopping it from loading though I don't know what... Should I perhaps upload a mod on the workshop that has a custom mesh so you could take a look and see what the problem is?
I would just add them as new meshes though that would require editing the prop file which, as you have said, isn't posted yet. Perhaps you could post a prop file somewhere just so I can see the format and see if I redirecting the mesh helps?
And thank you *****_71, let's hope I can get them working :P
You said it's not about where the xnt file is but what the object and class is, so I should be able to place it anywhere in my mod folder? Is that what you mean? I've tried putting it in the filepath a few posts up as well as in the mod's root folder, in the resources folder, the entities folder and other spots but nothing is working.
I'm thinking I should give up for now until either a prop file example is uploaded or I get any further instructions. Thanks for the patience and help so far Rob and Stabby :)
Hope you can reply soon but I'm sure you are busy!
I hope I'm not sounding demanding or anything, you guys take your time :)
I'm just excited about seeing the modding potential!
and change the line in your file from '<type>mesh_Greek_house_short</type>' to <type>statue</type> so it doesn't conflict with the house then you should be able to see it.
If you run into any trouble with that, feel free to e-mail me the mod (rob@longbowgames.com) and I'd be happy to try it out here and see if I can sort out the problem.
We are also working on a 3.1.2 update that will make mesh/prop modding a lot easier but that might still be a couple days.
Here's a screenshot of a couple of elven T-posers hanging out with peasants :P
Now I know how to do it I'll try and work on an interesting scene.
Looking forward to that next update too!
http://steamcommunity.com/sharedfiles/filedetails/?id=637391701
What is the max poly count for meshes in your engine? Could be an issue with that.
It's strange though, I can get individual models working but if I have a few models in the mod folder the editor gets stuck on the loading screen.
I'll send an email with a zipped version of the mod folder which includes some textures and a few models.
Regarding textures (this is going to be weird...)
So if/when you have questions don't hesitate to ask.