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#21 Downfall

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Posted 01 June 2007 - 11:36 PM

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

I just gave myne, And im experienced :thumbsupsmiley:


Alright, now we got someone who's better at this than me :p
Even though it was my intuition that made you return to this topic :thumbsupsmiley:

Edited by Downfall, 01 June 2007 - 11:36 PM.

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#22 Black_Serenade

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Posted 01 June 2007 - 11:38 PM

i use 3ds max not renx :p so i use .dds or that make a difference stiil?
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#23 Pixel

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Posted 01 June 2007 - 11:43 PM

W3D doesnt allow .dds support as far as i know. I suggest changing to .tga as it should work.

Edited by FlameGuard, 01 June 2007 - 11:44 PM.


#24 Downfall

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Posted 01 June 2007 - 11:46 PM

that's what I always thought. you need a .tga format to bind it to the skin/model. And I think that goes for both programs.
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#25 Black_Serenade

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Posted 01 June 2007 - 11:48 PM

but then again the sword is a .tga texture yet that still does not show up but i will reapply the texutres(all as .tga) and rebind and export

Do the textures have to have a specific name reference?

Edited by Black_Serenade, 01 June 2007 - 11:48 PM.

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#26 Pixel

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Posted 01 June 2007 - 11:53 PM

If you apply them as .tga and then put them in the correct compiledtexture/first2lettersoftexture name folder/textures here. Then you should be fine.

#27 Black_Serenade

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Posted 01 June 2007 - 11:56 PM

as their are two different textures and you said to name the folder within compilies textures as teh first 2 letters of teh texture does taht mean two folders within teh compilied textures?:S:O
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#28 Pixel

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Posted 01 June 2007 - 11:58 PM

Yep, A folder for every single texture with a different name (first 2letters).

#29 Mathijs

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Posted 02 June 2007 - 12:01 AM

So, just name every texture eunameoftexturehere and place them in the EU folder from now on. Doing it for Jack would require rebinding.

Edited by Matias, 02 June 2007 - 12:01 AM.

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#30 Black_Serenade

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Posted 02 June 2007 - 12:13 AM

ok redone the DIRS as to how they should be, reapplied the textures, rebinded and exported model, redone asset and redone the .big yet he is invisable.

Oh btw changed the .dds to .tga

Here is the updated version of all the changes made...




Sorry if i have become a nuisance everyone but thanks for the help

Edited by Black_Serenade, 02 June 2007 - 12:18 AM.

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#31 Pixel

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Posted 02 June 2007 - 04:37 PM

I currently dont have bfme2 installed, Ill install it later and check it out for you.
Btw, The directory on jacks model should be ja/jack_skn instead, As if i remember bfme2 has to have it like that...

#32 Black_Serenade

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Posted 02 June 2007 - 09:47 PM

ok FG i'll try that now... thank you for your help, and if you do test it and it works please tell me what you did thanks.
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#33 SquallBK

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Posted 02 June 2007 - 09:56 PM

hey black serenade i figured id tell you that I was finally able to get my model working in game so I know how to do that now. I would personally suggest using a folder in the main bfme2/rotwk directory with assetcachebuilder. just ignore the errors and dbghelp error. it works fine.

Edited by SquallBK, 02 June 2007 - 09:57 PM.

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#34 Black_Serenade

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Posted 02 June 2007 - 10:04 PM

No need squall working fine now i decided to reapply everything and rebind everything again and make all ym mod foldes again and using ja/jack_SKN for the DIR now works fine inc anims thanks everyong for help ;)
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