Jump to content


Photo

Graphic Problems and questions


  • Please log in to reply
36 replies to this topic

#1 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 11 May 2009 - 01:49 PM

So I'm trying to change the Model of the Mithlond Sentry in-game .

So I have the new _skn model already binded and exported. I'm going to my little mod.big and place it on the right path.(art\w3d\eu\eutmhlnd) .Then i'm going to the AssetChace creator and place the model there in the right folders ( as in robnkarla's tutorial) So i Get the new Asset and place it in my big as "asset.dat" .Then i save and run the game . Creating Sentrys and SURPRISE , they have the old model .This just blows my brains. :xd:

Please tell me what i'm doing wrong or missed to do . :p

Edited by Valaquenta10, 11 May 2009 - 01:50 PM.


#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 11 May 2009 - 02:38 PM

maybe the thing is using the Low or Medium model versions?
Did you change the code? :xd:
Ridder Geel

#3 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 11 May 2009 - 02:57 PM

change the code? Hmm :xd:
If i overwrite the model i need to recode it ?

#4 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 11 May 2009 - 03:22 PM

No then you need to make sure that you also replace the lower versions of the model (just export the same model but with a different name for the low detail version, so that it overwrites the others :xd: )
Ridder Geel

#5 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 11 May 2009 - 04:09 PM

YEEEEEEEEEEEEEEEES !!! Finally after 6 Months , it's working , Thank you very much Geel you allways helped me !!! Thanks x10 :xd: :p :cool2: :good: ^_^

Edit!

So i have another 2 questions :
1.I wish to learn how to map a model , is there any tutorial how to map in Renx?
2.I have issues binding the arrows on Haldir , On witch bones i Must bind the arrows ?

Edited by Valaquenta10, 11 May 2009 - 06:18 PM.


#6 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 24 May 2009 - 01:00 PM

I think it's more of a code problem but won't mess up the forums .
So i have a new model and decide to add a brand new skin without overwriting others. Made the Skin, exported the model with that skin .Then I took the tgas and place them in the art\compiledtextures\eu\euelvenwarrior.tga (just an example ) to make the asset . Made the asset , then place the .dds and asset in my mod.big .Result -> My models are purple , so the game dosen't reconise my new skins ...

Solution?

#7 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 24 May 2009 - 04:18 PM

DID you create the asset while they where dds? i mean you did not change the format of the file did you?
And have you ever 'reskinned' the guy before ? :crazed:
Ridder Geel

#8 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 24 May 2009 - 04:38 PM

When I made the asset the files were TGA :crazed:
And no i didn't reskined the guy before ...

#9 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 24 May 2009 - 04:55 PM

You should have them as DDS when you make the asset, and as DDS when u run the game :crazed:
Ridder Geel

#10 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 24 May 2009 - 05:19 PM

Still not working

#11 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 24 May 2009 - 05:53 PM

Did you use the original texture names with replacing or what exactly did you do? did you use random texture code? :crazed:
Ridder Geel

#12 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 24 May 2009 - 07:19 PM

So what I did was :
I overwrited the lorien warriors's model with a new one .I code it (Changed the SKL and animations ) and tryed to give new textures without modifing the original lorien warrior textures .

Edited by Valaquenta10, 24 May 2009 - 07:20 PM.


#13 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 24 May 2009 - 09:34 PM

...so the model uses a new texture? If its defined with the new texture in the model itself then there is no need for coding... and then i guess you might have made the asset incorrectly? :crazed:
Ridder Geel

#14 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 25 May 2009 - 12:30 PM

Done all from 0 and still same error :( ;)

So the asset should read the skins wherever are they placed?
I still did place the skins in the eu folder in the asset , and place in the mod.big in the same place...

#15 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 25 May 2009 - 02:57 PM

so the asset builder is in a folder and in that same folder there is:
\art\compiledtextures\eu\ ? ;)
Maybe you need to rename compiledtextures to textures before making an asset? (EA asset maker) ;)
Ridder Geel

#16 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 25 May 2009 - 03:35 PM

Strage but It's Working ;)

Can you pls tell me Geal why it won't work with compiledtextures ?

#17 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 25 May 2009 - 04:17 PM

You use EAs? ;) then u need to rename the compiledtextures to textures and after that its smart to rename it back ;)
I dunno why EA did that but they just did :tongevil:
Ridder Geel

#18 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 05 June 2009 - 04:18 PM

So I have said it before and I'm still saying it . My animations for the model won't work in W3D Viewer and I don't know why. :shiftee2:

And as a random question , I can't bind that bloody Glorfindel Cloak .. if I use the standard binding the cloak model looks very bad in animations ... Anyone knows to to bind it? :)

Edited by Valaquenta10, 05 June 2009 - 04:18 PM.


#19 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 05 June 2009 - 06:20 PM

Strange animations should work... did you bind?

If you use RenX Capes do not always bind correctly, because RenX does not support 2ndary bones :shiftee2:
Ridder Geel

#20 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 05 June 2009 - 07:17 PM

So no solution for cloak binding ?




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users