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Skyllio

Second Lieutenant
59 Badges
Aug 11, 2010
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So i'm making some models and wondering what the poly limit is for CK2 and EU4. is under 3000 good for single character models and say under 4 or 5000 for joined character and horse models? haven't been able to get attachment nodes to work so i just combined them.
 
I belive its good. If i remember right, the normal EU IV models got 1800-2500 polygons.
Have you managed to add models to EU IV too or only CK II ? :S
 
only tried ck2 so far but i'll try adding my test model to eu4 and see if that works. was using jorodox tools until today when i finally got the maya exporter working right, just need to figure out how to get attachments to work.



Edit:
I belive its good. If i remember right, the normal EU IV models got 1800-2500 polygons.
Have you managed to add models to EU IV too or only CK II ? :S

just tested out eu4 and the the custom models work :)
 
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Here's a question for a dev or someone that knows. How to you get attachments to work so that it add's a sword, shield or a horse to a model in ck2 or eu4? do you use locators in maya? if so how, I've had no luck with it. At the moment I just combine them all into one mesh but i'd rather separate them.
 
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So you are always able to go into the game files and change the end date in every Paradox game. I did it for CK2, and you could do it for HoI aswell, so you probably can here as well.
Than revermind, without modding ? No, ofcourse not. But for the others that don't mind modding, you can really change it yourself, just poke around the files, they're all openable and readable in Word.
 
Here's a question for a dev or someone that knows. How to you get attachments to work so that it add's a sword, shield or a horse to a model in ck2 or eu4? do you use locators in maya? if so how, I've had no luck with it. At the moment I just combine them all into one mesh but i'd rather separate them.

This is how I import new weapon models into EU4:
index.php


index.php
 
nice work, are those custom units too? Havn't played eu4 for a long time so not sure haha. if not how did you get the weapons working with existing models?

No, the unit models are from DLC unit packs, I can only add static models.

Did you already figure out how to add attachment models? I think it is even easier than adding models with animation, you just need to export a weapon from eu4/ck2, use it as a template and import your own weapon model into blender, then convert it from .dae to .mesh.
 
the only way I got attachments to work in ck2 is to pretty much just make a model, make sure in the right position in relation to the main model and then animate it. Pretty much the same as adding a new unit,except you just have to make sure its sitting in the right spot. and changing a few lines in the files.

haven't tried it with eu4 though.

Maybe i'll see if your method works, not sure if i tried that. My way doesn't work with paradox models though.
 
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Hey,

poly count is ok for EU4, it should be slightly lower for CK2 to be on par with the vanilla units.

Attachments doesn't work the same in CK2 as it does in EU4, meaning that it is really difficult or even impossible to have them in a mod. In EU4 you can script them to a locator or a bone in the mesh by writing the following in the entity you want it attached to (the parent):

Code:
attach = { joint1 = "sword_entity" }

For CK2 the easiest way is to just include the weapons/attachments in the skinned model and export them as one mesh, regardless if the model needs to be using different weapons.
 
Hey,

poly count is ok for EU4, it should be slightly lower for CK2 to be on par with the vanilla units.

Attachments doesn't work the same in CK2 as it does in EU4, meaning that it is really difficult or even impossible to have them in a mod. In EU4 you can script them to a locator or a bone in the mesh by writing the following in the entity you want it attached to (the parent):

Code:
attach = { joint1 = "sword_entity" }

For CK2 the easiest way is to just include the weapons/attachments in the skinned model and export them as one mesh, regardless if the model needs to be using different weapons.

Yeah i try to keep the poly count around 2000 for the main unit model and 50 to 300 for the attachments.

I was able to use the attachments in ck2 by making a separate animation for each attachment. But that takes way too long to do so i'll probably just add all future ones together.