Автор Ahiga. Оригинальная статья сДля просмотра ссылки Зарегистрируйтесь
Это туториал, чтобы объяснить, как создать новые доспехи, шлем, одежду, с новой текстурой, которая не заменяет исходную. Другими словами можно создавать стеганый линторакс, основанные на текстуре/модели карфагенского линтроакса , но она не заменит оригинальный карфагенский. Там могут быть или не быть другие переменные внутри жесткой модели, но без необходимого инструментария их не изменить прямо сейчас.
Программы, которые нам понадобятся для работы:
1)Hex Editor. Я использую Для просмотра ссылки Зарегистрируйтесь
2) Сама игра (точнее файлы моделей)
3) Pack File Manager
4) Графический редактор для редактирования текстур.
Процесс:
1) Найти модель с расширением rigid_model v2 с которой мы хотим работать Большинство из них в Models_Rome2.pack, некоторые из них в Models.pack в подкаталоге вариативных мешей variantmodels < man < armour (броня) или helmet (шлем) или чтонамнужно.
В нашем примере, я использую eastern_scale из models.pack:
2) Также экспортируем текстуры используемых броней.
3) Откройте вашу rigid model в hex-редакторе.
То, что мы ищем – это участки, где перечисляется каждая текстура, используемая в модели. Это произойдет 3 - 4 раза для каждого уровня детализации (LOD). В случае eastern scale, мы смотрим на:
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_diffuse.dds
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_normal.dds
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_specular.dds
variantmeshes/_variantmodels/man/armour/tex/test_mask.dds
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_gloss_map.dds
Иногда есть еще одна запись текстур под названием variantmeshes/_variantmodels/man/armour/tex/test_black.dds -, кажется, относятся к оверлею вмятин, царапин и пятнам грязи. Например в карфагенских линтораксах похоже он присутствует и у римских кольчуг есть , но у восточных или кельтских кольчуг нет.
4) То, что мы хотим сделать, это переименовать эти текстуры на те, что мы откорректировали. Однако есть одна сложность. Нам надо это сделать не удаляя или добавляя значения, а заменяя их. Главное чтоб размер файла остался неизменным, иначе модели не работают. Никогда не удаляйте backspace-ом.
Вам нужно будет сделать это для каждого имени заменяемой текстуры. Не забудьте сделать переименования для всех текстур.
Примеры: и
5) После того, как вы закончите редактирование rigid_model, занимаемся редактированием текстур.
Есть только необходимая информация:
Размер файла текстуры должны совпадать точно с оригинальной текстурой. Кроме того normalmaps всегда сохраняются как DX5 - или «почти всегда». Кажется, в основном другие текстуры сохраняются в DX1A, за исключением текстуры маски.
6) Поместите ваши текстуры и rigid models на их места. Например посмотрите как я сделал в моде Arete Xenon:
7) Теперь вам будет нужно изменить/создать variantmeshdefinition. Вам нужно будет назначить доспехи, шлем и т.д. к номенклатурной группе, а затем изменить какой-нибудь юнит (eas_persian_cavalry, или car_cav или Ita_spear, т.д.) для добавления этого элемента в группу.
Например, мой variantmeshdefinition для стеганых жилетов sparabara:
Был назван "ahiga_sparabara_quilted_corselets". Тогда войсковой variantmeshdefinitions для "eas_persian_cavalry",
Будьте аккуратны, не торопитесь, соблюдайте размеры текстур и у вас все получится.
Это туториал, чтобы объяснить, как создать новые доспехи, шлем, одежду, с новой текстурой, которая не заменяет исходную. Другими словами можно создавать стеганый линторакс, основанные на текстуре/модели карфагенского линтроакса , но она не заменит оригинальный карфагенский. Там могут быть или не быть другие переменные внутри жесткой модели, но без необходимого инструментария их не изменить прямо сейчас.
Программы, которые нам понадобятся для работы:
1)Hex Editor. Я использую Для просмотра ссылки Зарегистрируйтесь
2) Сама игра (точнее файлы моделей)
3) Pack File Manager
4) Графический редактор для редактирования текстур.
Процесс:
1) Найти модель с расширением rigid_model v2 с которой мы хотим работать Большинство из них в Models_Rome2.pack, некоторые из них в Models.pack в подкаталоге вариативных мешей variantmodels < man < armour (броня) или helmet (шлем) или чтонамнужно.
В нашем примере, я использую eastern_scale из models.pack:
2) Также экспортируем текстуры используемых броней.
3) Откройте вашу rigid model в hex-редакторе.
То, что мы ищем – это участки, где перечисляется каждая текстура, используемая в модели. Это произойдет 3 - 4 раза для каждого уровня детализации (LOD). В случае eastern scale, мы смотрим на:
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_diffuse.dds
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_normal.dds
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_specular.dds
variantmeshes/_variantmodels/man/armour/tex/test_mask.dds
variantmeshes/_variantmodels/man/armour/tex/eastern_scale_gloss_map.dds
Иногда есть еще одна запись текстур под названием variantmeshes/_variantmodels/man/armour/tex/test_black.dds -, кажется, относятся к оверлею вмятин, царапин и пятнам грязи. Например в карфагенских линтораксах похоже он присутствует и у римских кольчуг есть , но у восточных или кельтских кольчуг нет.
Спойлер (раскрыть)
Diffuse диктует оригинальной текстуре цвета и навороты.
Normal отобрражает состояние поверхности (выпуклости и вмятины).
test_mask охватывает текстуру маски. Это диктует RGB расцветка движка Рима 2. Я считаю, что когда не требуется колорировать текстуру (броня, шлемы и тд.) мы получим test_mask, который применяется без колорирования . Когда мы имеем части одежды, то применяем RGB колорирования . Это нужно для того чтобы текстура одежды получила цвета фракции (прим. переводчика).В текстуре маски красный цвет применяется для колорирования и черный для незакрашенных участков (так что если вы хотите, чтобы пояс не остался оригинального цвета, то он должен быть чисто черным).
Gloss(глянец) и specular(отражения) достаточно сложны. Общее описание можно найти на google (Для просмотра ссылки Зарегистрируйтесь), но в основном specular для интенсивности и цвета блеска. Для ознакомления можно посмотреть ванильные текстуры. На gloss картах:
Красный канал = резкость отражения, метал должен иметь низкие/темные значения, лак или полированное дерево высокие.
Зеленый канал = уровень отражения, чем больше блеска - тем ярче. Металл имеет более высокие значения, лак меньше, матовые вещи (кора, ткань) должны быть черного цвета на зеленом канале.
Синий канал всегда затемнен. Альфа-канал не используется.
Diffuse диктует оригинальной текстуре цвета и навороты.
Normal отобрражает состояние поверхности (выпуклости и вмятины).
test_mask охватывает текстуру маски. Это диктует RGB расцветка движка Рима 2. Я считаю, что когда не требуется колорировать текстуру (броня, шлемы и тд.) мы получим test_mask, который применяется без колорирования . Когда мы имеем части одежды, то применяем RGB колорирования . Это нужно для того чтобы текстура одежды получила цвета фракции (прим. переводчика).В текстуре маски красный цвет применяется для колорирования и черный для незакрашенных участков (так что если вы хотите, чтобы пояс не остался оригинального цвета, то он должен быть чисто черным).
Gloss(глянец) и specular(отражения) достаточно сложны. Общее описание можно найти на google (Для просмотра ссылки Зарегистрируйтесь), но в основном specular для интенсивности и цвета блеска. Для ознакомления можно посмотреть ванильные текстуры. На gloss картах:
Красный канал = резкость отражения, метал должен иметь низкие/темные значения, лак или полированное дерево высокие.
Зеленый канал = уровень отражения, чем больше блеска - тем ярче. Металл имеет более высокие значения, лак меньше, матовые вещи (кора, ткань) должны быть черного цвета на зеленом канале.
Синий канал всегда затемнен. Альфа-канал не используется.
4) То, что мы хотим сделать, это переименовать эти текстуры на те, что мы откорректировали. Однако есть одна сложность. Нам надо это сделать не удаляя или добавляя значения, а заменяя их. Главное чтоб размер файла остался неизменным, иначе модели не работают. Никогда не удаляйте backspace-ом.
Вам нужно будет сделать это для каждого имени заменяемой текстуры. Не забудьте сделать переименования для всех текстур.
Примеры: и
5) После того, как вы закончите редактирование rigid_model, занимаемся редактированием текстур.
Есть только необходимая информация:
Размер файла текстуры должны совпадать точно с оригинальной текстурой. Кроме того normalmaps всегда сохраняются как DX5 - или «почти всегда». Кажется, в основном другие текстуры сохраняются в DX1A, за исключением текстуры маски.
6) Поместите ваши текстуры и rigid models на их места. Например посмотрите как я сделал в моде Arete Xenon:
7) Теперь вам будет нужно изменить/создать variantmeshdefinition. Вам нужно будет назначить доспехи, шлем и т.д. к номенклатурной группе, а затем изменить какой-нибудь юнит (eas_persian_cavalry, или car_cav или Ita_spear, т.д.) для добавления этого элемента в группу.
Например, мой variantmeshdefinition для стеганых жилетов sparabara:
Спойлер (раскрыть)
<VARIANT_MESH>
<SLOT name="tunics" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="1" mask1="0" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="1" mask1="0" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
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<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask1="2" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask1="2" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_03_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="1" mask1="0" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask1="2" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask1="0" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask1="2" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask1="2" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_03_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01. rigid_model_v2" mask0="2" mask2="0" >
<SLOT name="armour" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
</SLOT>
<SLOT name="trousers" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask1="2" mask2="1" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="1" mask1="2" mask2="0" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01. rigid_model_v2" mask0="2" mask2="0" />
</SLOT>
<SLOT name="cloaks" />
</VARIANT_MESH>
</SLOT>
</VARIANT_MESH>
Был назван "ahiga_sparabara_quilted_corselets". Тогда войсковой variantmeshdefinitions для "eas_persian_cavalry",
Спойлер (раскрыть)
<VARIANT_MESH>
<SLOT name="base" >
<VARIANT_MESH>
<SLOT name="skin" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/eastern_headhands_skin.VariantMeshDefinition" />
</SLOT>
<SLOT name="facial_hair" probability ="0.8" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/eastern_beards.VariantMeshDefinition" />
</SLOT>
<SLOT name="props" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/ahiga_headwear_persian_tiara_white. VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/ahiga_headwear_persian_tiara_saffron. VariantMeshDefinition" />
</SLOT>
<SLOT name="clothing" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_quilted_corselets. variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/persian_linothorax.VariantMeshDefinition" />
</SLOT>
<SLOT name="cloaks" />
<SLOT name="greaves" />
<SLOT name="shield" />
<SLOT name="weapon_1" attach_point="weapon_01" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/lance.VariantMeshDefinition" />
</SLOT>
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
<VARIANT_MESH>
<SLOT name="skin" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/eastern_headhands_skin.VariantMeshDefinition" />
</SLOT>
<SLOT name="facial_hair" />
<SLOT name="props" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/persian_caps.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/persian_caps_saffron.VariantMeshDefinition" />
</SLOT>
<SLOT name="clothing" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_quilted_corselets. variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/persian_linothorax.VariantMeshDefinition" />
</SLOT>
<SLOT name="cloaks" />
<SLOT name="greaves" />
<SLOT name="shield" />
<SLOT name="weapon_1" attach_point="weapon_01" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/lance.VariantMeshDefinition" />
</SLOT>
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
</SLOT>
</VARIANT_MESH>
<VARIANT_MESH>
<SLOT name="base" >
<VARIANT_MESH>
<SLOT name="skin" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/eastern_headhands_skin.VariantMeshDefinition" />
</SLOT>
<SLOT name="facial_hair" probability ="0.8" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/eastern_beards.VariantMeshDefinition" />
</SLOT>
<SLOT name="props" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/ahiga_headwear_persian_tiara_white. VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/ahiga_headwear_persian_tiara_saffron. VariantMeshDefinition" />
</SLOT>
<SLOT name="clothing" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_quilted_corselets. variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/persian_linothorax.VariantMeshDefinition" />
</SLOT>
<SLOT name="cloaks" />
<SLOT name="greaves" />
<SLOT name="shield" />
<SLOT name="weapon_1" attach_point="weapon_01" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/lance.VariantMeshDefinition" />
</SLOT>
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
<VARIANT_MESH>
<SLOT name="skin" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/eastern_headhands_skin.VariantMeshDefinition" />
</SLOT>
<SLOT name="facial_hair" />
<SLOT name="props" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/persian_caps.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/persian_caps_saffron.VariantMeshDefinition" />
</SLOT>
<SLOT name="clothing" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_quilted_corselets. variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/persian_linothorax.VariantMeshDefinition" />
</SLOT>
<SLOT name="cloaks" />
<SLOT name="greaves" />
<SLOT name="shield" />
<SLOT name="weapon_1" attach_point="weapon_01" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/lance.VariantMeshDefinition" />
</SLOT>
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
</SLOT>
</VARIANT_MESH>
Будьте аккуратны, не торопитесь, соблюдайте размеры текстур и у вас все получится.