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#1 Titan Cronus

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Posted 03 September 2015 - 08:58 AM

Hey guys.

 

With massive help from this forum, I just recently learnt how to model objects in 3DS Max. Basically, all I'm trying to do at the moment is add Forged Blades to some models. I have had success with most models now but have encountered two models that have problems with.

 

  • GUNumnrean_SKN: With this model, I have bound the forged blades successfully but the appearance of the model has changed. When viewing in game, the model's skin is misty-ish, I can see the correct texture on the model but it looks all cloudy. It actually looks like it is catching way too much light (I hope that makes sense).

 

  • RUHHs_Theo_SKN: With this model, I attached the forged blades and exported under a new name. When viewing in game, the horse's rider is invisible. When the Forged Blades upgrade in purchased, the forged blades sub-object appears and is animated (as if attached to the intended bone) but the rider is still invisible.

 

 

I have restarted from scratch several times with both these models just to make sure I wasn't accidently causing errors but I always get the same results. If anyone knows anything about either of these two problems, I would really appreciate some help. Thanks a million guys. :)

 

 

 

 


Battle of the Pelennor Fields

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#2 Valheru

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Posted 08 September 2015 - 11:16 AM

have you got w3d viewer? Get it, saves u looking at models in game. 

 

Both your issues look like Shader problems. When you are applying textures to units generally you dont touch shader, only for blades, upgrades etc.

 

Most things also only export as geometry, in the case of melee units like this just tick geometry box.

 

Also...Make sure the bounding box export options are OBBBox and Hide ticked.

 

Perhaps u had the rider on hide aswell.


Edited by Valheru, 08 September 2015 - 11:16 AM.

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#3 Kwen

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Posted 08 September 2015 - 02:12 PM

If you set the bounding box to AABox or OBBox you do not select hide. It will automatically be invisible.

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#4 Titan Cronus

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Posted 14 September 2015 - 07:19 PM

Thanks for the replies guys.

 

I'm not actually touching the textures/shaders of the models I'm using guys. I have a forged blade scene that I know works as I have used it successfully on other models. I open it, import the model I'm adding it to, tick the AABox option on the Bounding Box, bind the forged blade to a bone and then export (sometimes with a new name, sometimes with the same). This has worked for me with loads of other models but not these. Actually, there a few more models now that the same process isn't working on but I'll deal with these two first as I might learn something that might help me with the others.

 

I have to remind you guys again that I'm a total novice. Like, adding the forged blades to a model if the sum total of my modelling experience. I don't touch absolutely anything else when adding them to models.

 

 

ADDED: I did look for the shader setting by the way guys but the only ones I could find were the ones I used when making the forged blade scene. I couldn't find any for the models I'm importing.

 

ADDED MORE: You know I mentioned that there were other models I'm having problems with, I have only used the same process on these models too and they are also getting errors/glitches. Some have glitched skins (a piece of the skin stretches way off screen), some have that clouded look to them, some have invisible parts and others are invisible altogether. It seems to me, with these skins, if I edit them in any way, they glitch out. Does that make any sense?


Edited by Titan Cronus, 14 September 2015 - 07:28 PM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#5 Kwen

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Posted 14 September 2015 - 08:50 PM

Actually no, it doesn't make sense. Not what you said, but why it's happening.


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#6 Mathijs

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Posted 14 September 2015 - 08:50 PM

That does happen to some models. What you can do is save their texture as .tga with a different name, apply it in 3ds Max, export the model, change the .tga to .dds, and put the model ingame with this 'new' texture. That might fix it.


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#7 Titan Cronus

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Posted 14 September 2015 - 09:21 PM

Ok Mathijs, I'll have a crack at that. Thanks man. :)


Battle of the Pelennor Fields

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http://www.moddb.com...pelennor-fields


#8 Titan Cronus

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Posted 26 September 2015 - 11:15 AM

Mathijs, is there a tutorial that explains how to apply the texture in 3DS Max? I imagine that this is another totally obvious process if you have any understanding of 3DS Max but I have absolutely none, sorry. 

 

 

ADDED: I did try many times to work out how to do it on my own but no success.


Edited by Titan Cronus, 26 September 2015 - 11:22 AM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#9 Kwen

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Posted 26 September 2015 - 03:59 PM

When you open up the material editor there will be a button that says "standard" click it and you will get a menu of options. W3D should be one of them. Then you will get the familiar window that all our tutorials show.

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#10 Titan Cronus

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Posted 26 September 2015 - 04:16 PM

Ok, thanks man. I'll go try that. :thumbsuphappy:

 

 

Crap, just went to open 3DS Max to find the trial has expired. If I activate it, will I have any problems? Or, will I have to pay?


Edited by Titan Cronus, 26 September 2015 - 04:21 PM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#11 Mathijs

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Posted 26 September 2015 - 04:56 PM

Follow the readme that is in the 3ds Max 8 file I sent you. You can probably open it up with WinRAR.


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#12 Titan Cronus

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Posted 26 September 2015 - 06:10 PM

The file you sent me was "3D Studio Max 8.rar" right? If so, there are just two files, 3D Max 8 CD1.iso and 3D Max 8 CD2.iso. There is no readme.


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#13 Mathijs

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Posted 26 September 2015 - 07:37 PM

The readme is in one of the ISO files. Probably in a folder called 'crack'. 


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#14 Titan Cronus

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Posted 26 September 2015 - 08:26 PM

Thanks man. I couldn't find a folder named crack. I found a folder named Tutorials in one of the .iso files and a few 3DS Max folders and Autorun files in the other. I'm sure I looked through all the directories and couldn't see the folder at all.


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Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#15 Kwen

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Posted 27 September 2015 - 12:53 AM

I don't think it's a "crack" there should be a keygen. When you install it you go to activation and select "get request code", it will generate a request code. Then you put the request code into the keygen and it gives you a product code. You activate Max using the generated product code.

 

The keygen has never given me a virus and I've used it dozens of times, so I assume it's safe.


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#16 Titan Cronus

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Posted 30 September 2015 - 02:01 PM

Which Keygen are you using? I don't have one so am going to have to download one.


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#17 Mathijs

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Posted 30 September 2015 - 02:13 PM

You do have one. It's in the files you received when I sent you my 3ds Max 8.rar file. I told you to look through them. I wasn't specific at the time due to not being at my PC.

 

Mount CD1.iso, open it (don't run it, go browse through its files). There's a folder called 3dsMax8, in which is another folder called Keygen, in which are detailed installation instructions and the keygen.


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#18 Titan Cronus

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Posted 30 September 2015 - 02:35 PM

Thanks a million man, worked perfect. :thumbsuphappy:

 

 

 

That does happen to some models. What you can do is save their texture as .tga with a different name, apply it in 3ds Max, export the model, change the .tga to .dds, and put the model ingame with this 'new' texture. That might fix it.

 

Any tutorials on how to do this? It's only the applying the texture in 3ds Max bit I need help with, the rest is pretty straight forward.


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#19 Kwen

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Posted 30 September 2015 - 03:08 PM

In the mod SDK EA has some tutorials about using the plug-ins for max that were designed for BFME.

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#20 Titan Cronus

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Posted 30 September 2015 - 08:42 PM

The download link on the Mod SDK page at the3rdAge site take me to the RotWK page at ea.com. Is there anywhere else I can download this?


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields





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