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Questions about modding weapons


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#121 Moreartillery

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Posted 14 January 2020 - 11:10 PM

I removed the melee weapons from the dakkafex which makes it look ok in the OE but results in a pink box ingame. How to I change the mesh without getting a pink box?



#122 Kekoulis

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Posted 14 January 2020 - 11:19 PM

I removed the melee weapons from the dakkafex which makes it look ok in the OE but results in a pink box ingame. How to I change the mesh without getting a pink box?

Removed animation files as well?


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#123 Moreartillery

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Posted 14 January 2020 - 11:24 PM

 

I removed the melee weapons from the dakkafex which makes it look ok in the OE but results in a pink box ingame. How to I change the mesh without getting a pink box?

Removed animation files as well?

 

Yes.



#124 Kekoulis

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Posted 14 January 2020 - 11:29 PM

OOF

In OE,go to animations and delete all red fodlers that say ''XREF ERROR!''.

Then save.


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#125 Moreartillery

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Posted 14 January 2020 - 11:42 PM

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.



#126 Kekoulis

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Posted 15 January 2020 - 12:23 AM

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.


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Mankind has seen the light,the light of Slaanesh.


#127 Moreartillery

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Posted 15 January 2020 - 12:58 AM

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.



#128 Kekoulis

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Posted 15 January 2020 - 01:11 AM

 

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.

 

Nope.
Just cut the bigger mesh into smaller ones.
For example.
You have a full body.
Cut it into arms,legs,torso,etc.
And skin accordingly.

Not only it is easier to render but also easier to skin!
The texture map remains as is.Nothing is changed.
You go to editable mesh,select the parts and click detach.


Edited by Kekoulis, 15 January 2020 - 01:12 AM.

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#129 Moreartillery

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Posted 15 January 2020 - 01:49 AM

 

 

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.

 

Nope.
Just cut the bigger mesh into smaller ones.
For example.
You have a full body.
Cut it into arms,legs,torso,etc.
And skin accordingly.

Not only it is easier to render but also easier to skin!
The texture map remains as is.Nothing is changed.
You go to editable mesh,select the parts and click detach.

 

Its already divided like that, always has been. Every mesh is a single element.



#130 Kekoulis

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Posted 15 January 2020 - 02:03 AM

 

 

 

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.

 

Nope.
Just cut the bigger mesh into smaller ones.
For example.
You have a full body.
Cut it into arms,legs,torso,etc.
And skin accordingly.

Not only it is easier to render but also easier to skin!
The texture map remains as is.Nothing is changed.
You go to editable mesh,select the parts and click detach.

 

Its already divided like that, always has been. Every mesh is a single element.

 

More.


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Mankind has seen the light,the light of Slaanesh.


#131 Moreartillery

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Posted 15 January 2020 - 03:30 AM

OE's debug window says the poly count is too high, does that mean its a single mesh that has to many polys or the whole model does? I guess I only have to split the highest poly mesh on the model.



#132 Kekoulis

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Posted 15 January 2020 - 11:28 AM

OE's debug window says the poly count is too high, does that mean its a single mesh that has to many polys or the whole model does? I guess I only have to split the highest poly mesh on the model.

Exactly that,


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