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#1 Black_Serenade

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Posted 01 June 2007 - 04:52 PM

Thank you everyone for the previous help..... now i have a bigger issue, my new hero is invisible, no not pink as you get when you have missing textures just invisble, i can see his healthbar but that is it other than his hero icon when you select him and next to the palantir. I had checked my model in w3dviewer before and after checking my mod worked and it was visible with textures in there...what could be wrong? i have done the asset.dat right.
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#2 zimoo

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Posted 01 June 2007 - 05:04 PM

What was the name of the mesh? Cause if you have a name like 'ARAGORN MESH' then Sy's asset builder won't work. Remove the space if your mesh fits that criteria.
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#3 Mathijs

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Posted 01 June 2007 - 05:05 PM

And your mesh name shouldn't be longer then 16 letters.

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#4 Pixel

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Posted 01 June 2007 - 09:28 PM

Maybe sure its in the correct directory when you create your asset.dat , art/w3d/first2lettersofmodelname\model here. Also make sure you add this Art folder and the Asset.dat to your big file.

#5 Black_Serenade

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Posted 01 June 2007 - 09:41 PM

hmm i thought the directory was suposed to be...
art/w3d/firstletterisEforelvesandsecondletterUforunits\model here.
Yeah i ahve added the art folder and the asset to my .big

Matias- Isn't more than 16 chars
Zimmo- Mesh isn't named like that

Still invisible hmmmm
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#6 Pixel

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Posted 01 June 2007 - 09:44 PM

Like i said, "First2lettersofmodelname" Wich means if your model is named Flameguard_skn then your folder inside w3d would be named Fl, If your model name is Lu... then it would be Lu...

So unless your model name begins with eu then your doing it wrong.

Edited by FlameGuard, 01 June 2007 - 09:47 PM.


#7 Black_Serenade

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Posted 01 June 2007 - 09:51 PM

And yet it is still the same, what else could it be?
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#8 Pixel

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Posted 01 June 2007 - 09:56 PM

You could be creating the asset.dat wrong, How exactly are you doing it? and are you using sy's?

#9 Black_Serenade

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Posted 01 June 2007 - 09:58 PM

Open up asset builder(yes its sy's) drag the art folder onto it click create asset from files button and press save i call it asset and there done....
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#10 Pixel

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Posted 01 June 2007 - 10:02 PM

Seems to be fine, But just to make sure...
1.Open asset builder.
2.Drag art folder in to assetbuilder white screen.
3.Click "Create asset.dat from files in list only".
4.Click save and save it as "asset.dat" (If i remember correctly you have to put asset.dat in sy's) So if you didnt try this.

Make sure when you add it to your big file that the file/directory name is nothing except asset.dat
Aswell as, You are using this via a big file in application data and with a mod shortcut right? :p

If this is all fine, Upload your model so we can check it out for you.

Edited by FlameGuard, 01 June 2007 - 10:03 PM.


#11 Black_Serenade

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Posted 01 June 2007 - 10:10 PM

Yeah all check that is what i am doing with the asset builder.... the name is right in the DIR, haha yes i am using a mod shortcut :p... ok here it is:

Decided to post whole thing up as you can search for any other errors, just so you know the hero is on the elf faction, and its for BFME2

Edited by Black_Serenade, 01 June 2007 - 10:11 PM.

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#12 Downfall

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Posted 01 June 2007 - 10:30 PM

It could be that the Skin wasn't binded correctly.
Or possibly that the name is put in wrong (which seems very doubtlful that it is).
I could be (probably am) wrong.

EDIT:

did you look at this in your ini?

DefaultModelConditionState
Model = EUJack_SKN
Skeleton = EULorWar_SKL
End

The skin's name is not the same as your skin that you made.
Try replacing that with:
jack_skn
seeing as that's what you named your skin.

Edited by Downfall, 01 June 2007 - 10:31 PM.

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#13 Black_Serenade

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Posted 01 June 2007 - 10:37 PM

ahh that did the trick but now he is pink which means there is an asset problem also he has no animations :S yet i open him and the textures up in w3dviewer and the textures are applied to him and he has animatons :S

Edited by Black_Serenade, 01 June 2007 - 10:37 PM.

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#14 Downfall

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Posted 01 June 2007 - 10:54 PM

Try moving your skin into the elven w3d folder (eu). that has all the animations and skeleton of the lorien warrior.

Or better yet:
1. just rename the (Ja) folder to (eu).
2. You really don't need the lorien warrior skeleton (I think) since it's already in the game. Delete that out of the folder.
3. Follow Flameguard's step's in creating a new asset.dat.
4. redo your potc.big file

Edited by Downfall, 01 June 2007 - 10:56 PM.

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#15 Black_Serenade

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Posted 01 June 2007 - 11:02 PM

Ahhhhhhh, he has now gone back to being invisible, i tried both your methods and still...Elzilcho. Anything else you can think of?

Btw thankyou for all the help you guys are giving me.

Edited by Black_Serenade, 01 June 2007 - 11:03 PM.

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#16 Downfall

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Posted 01 June 2007 - 11:19 PM

Did you model this Jack? just out of curiosity. not saying you stole or anything.
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#17 Black_Serenade

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Posted 01 June 2007 - 11:23 PM

nope i didn't model him for my mod though im just putting him ingame i was the binder etc
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#18 Pixel

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Posted 01 June 2007 - 11:27 PM

Ah someone beat me to it :p

EDIT: Notice you have another problem, Will take a look at your zip now.

EDIT2: A model shows up pink when it cannot find the texture, Is the texture the correct one that is assigned to that model?

Edited by FlameGuard, 01 June 2007 - 11:29 PM.


#19 Downfall

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Posted 01 June 2007 - 11:28 PM

Judging by the way he glides when he moves, it seems that he wasn't binded correctly.
That's just my idead of thinking.
Cause even if/when the skin shows up on the model, he'll still glide across the field when he moves or attacks.

EDIT:
what is needed right now is for an experienced modeler to come and give their opinion on this because I have very limited knowledge if any when it comes to binding and modeling

Edited by Downfall, 01 June 2007 - 11:30 PM.

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#20 Pixel

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Posted 01 June 2007 - 11:32 PM

That is indeed a rigging/binding problem. That could be one of the reasons why his texture is not there. Another is the texture is not assigned to the model. The 3rd is the texture isnt added to the asset.dat correctly.

EDIT: Errm, Guys... Renx will not allow you to assign a .dds texture to a model. The texture needs to be .tga when your binding it and then if you wish you can change it to .dds for ingame/big file use only :p

Re-bind the model with the .tga textures assigned :thumbsupsmiley:

Edited by 2playgames, 02 June 2007 - 08:56 AM.





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