Total War: Warhammer II (*.rigid_model_v2)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
parttimegamer15
Posts: 28
Joined: Thu Jul 21, 2016 12:17 am

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

Post by parttimegamer15 »

zaramot wrote:Sure, I could skip LODs (I think lol), but I think I should make a separate script for that, since some guys - 3d artist for example may use LODs for studying (I had some request like that before), as for textures use latest version of Noesis, and you will have no problems with them

Thanks a lot. Yes I am able to extract the textures using Noesis :-)
xLumexMoonx
Posts: 48
Joined: Sat Sep 13, 2014 1:22 pm

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

Post by xLumexMoonx »

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

Image

here simple:
http://www.mediafire.com/file/r000im1v9 ... n.rar/file
darktrinity
Posts: 1
Joined: Wed Jan 16, 2019 11:42 pm

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

Post by darktrinity »

Im a bit new to porting models, but I'm having trouble using the script to grab the weapons models.

atm Im trying to port skv clanrat with spear/shield so my .anim is the hu17_sps_attakc_01.anim and then selecting skv_clanrats_shield_01.rigid_model_v2
but when I run the script nothing loads It loads a item with no model and a giberish name.

Also the skeleton seems to be reversed, the left skeleton links to the right arm and the right links to the left (this is the same with the legs)
Yak_Forger
Posts: 3
Joined: Mon Jan 28, 2019 2:10 pm

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

Post by Yak_Forger »

My, that one's a sexy beast! :lol:

To continue on a more serious note, is what you extracted only about creatures and units, or do you have terrain textures as well? Because I'd like to create something in the spirit of that castle in Italy, buying a texture pack is out of the question as it equals to surrendering. It's for a short animation project, and I've found cool stuff when looking at screenshots from the original game.
Last edited by Yak_Forger on Tue Feb 19, 2019 5:00 pm, edited 1 time in total.
ac452945257
Posts: 1
Joined: Mon Feb 04, 2019 2:19 pm

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

Post by ac452945257 »

zaramot wrote:So, here's the "first" script, guys! You can test it and post bug reports here, I will try to fix issues with updates xD

The script works well but the bones are reversed,and it is not compatiable with weapon models
gooboo
Posts: 1
Joined: Sat Mar 23, 2019 6:26 pm

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

Post by gooboo »

Is anyone still working on this script? I would love to be able to mod some units in Warhammer II, but I know absolutely nothing about scripting or programming.
alecolov
Posts: 1
Joined: Mon Apr 08, 2019 4:42 pm

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

Post by alecolov »

zaramot wrote:So, here's the "first" script, guys! You can test it and post bug reports here, I will try to fix issues with updates xD

Win10 antivirus detects a Trojan from this file... Anyone gets the same problem?
Zeratul
Posts: 1
Joined: Sun Oct 06, 2019 7:15 pm

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

Post by Zeratul »

Thanks a lot for the mod, it's been helping me create some units as I'm trying to make my way into modding...
After a lot of tinkering and reading for the past few months, I was able to fix the "reversed bones" issue, by simply removing the the "-" sign from lines 340 and 389 in the script from "-vx"

This now causes the skeletons to be imported in the right orientation, but the normals of the mesh are reversed, so I have to flip them which is very easy

For me this fixed the issue where moving a joint would result in weird orientation because the pivot point of the bone is connected to the opposite side

I'm trying to remesh new units and introduce them into the game, I have been able to update some meshes and even add to the skeleton tables, but I'm having a very hard time with the battle animation tables...

I have been trying to read the animation from the battle animations without any success, the only tool I was able to get working is uu3d, which actually gives me the x,y,z locations for each bone of each frame, but I have no way of exporting them and I have to move them manually into Maya, I suspect it would work fine in the pro version of UU3D, but I'm not so sure...

Do you think that there is a way to read the animation tables for each pose from the text files, or export them into Maya? it's been giving me a very hard time doing that and doing it manually takes a lot of time, and I only have a few hours after work to work on modding..

I'm trying to update some animations for custom new skeletons and meshes, instead of building a new animation from scratch...and not that I would know how to export that yet into the game anyway :D

I would appreciate any help or pointing me in the right direction
brizingr
Posts: 1
Joined: Sat Oct 19, 2019 11:12 am

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

Post by brizingr »

Hello,
I'm read a post and I would also like to have the models in FBX. I downloaded the files but I can not make the script work to transcribe rigid_model into mesh.
Could you explain to me the process? Normally, I use Blender but I have also downloaded Maya.
Thank you.
tasanhalas
Posts: 1
Joined: Mon Feb 10, 2020 12:23 pm

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

Post by tasanhalas »

Hi, I haven't been able to successfully export Weapons and props from Warhammer 2. I found the py script that was supposed to work but when I open the FBX with blender I get was seems like an almost empty file :/

Any help would be appreciated