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Skin color character models?


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#1
MadCat221

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I'm on Max 2010 and using the Jun 21st version of Eshme's importer/exporter set.  I'm trying to tweek the Dalish leather armor to use parts of the underwear mesh instead of what it has.  I'm using these models as a basis (not releasing without his permission though, if it gets that far).

However, I'm having skin tint problems.

Posted Image

I thought I figured out the new material editor, but nope.  Now when it loads, the body is all bright brilliant green and acts as if it has no rigging.

Does someone know the proper way to set up a model that has two MAOs, and how to set up an armor with exposed skin material in Eshme's 3DS Max importer/exporter?

EDIT: Okay, it was a case of mis-named stuff.  I've since returned to the above imaged state of affairs, with the extra bonus of having restored item material tints (drakeskin, etc) to the actual leather bits.  Still no dice on the skin, it's still mismatched.  I tried copying the vanilla underwear MAO and renaming it to this one's, but that didn't work either...

Modifié par MadCat221, 25 juin 2010 - 01:39 .


#2
ChewyGumball

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I'm not sure exactly how to do it with eshme's exporter, but if you separate the skin triangles into a separate object so you have 2 mesh objects connected to gob, you can change the mao used by either one independent of the other by changing the material object field of that object in the mmh.



I would assume that just separating the mesh would allow the exporter to auto detect and export it properly as thats how mine worked, however I haven't looked at eshme's material code.

#3
MadCat221

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No such luck with altering it via the Toolset.  That really seemed like it would have worked... :huh:  I set it to the same material that the underwear body uses, and likewise for the armor parts.  Perplexingly, neither mesh part now displays its tint maps properly.  I read elsewhere that the skin tint map is actually the alpha channel for the tint maps, so basically NONE of the tint map is working.

EDIT:  Did something to the armor parts, and now its tint maps are working again.  Frustratingly, still not so for the skin.

It just doesn't make sense... :?

Modifié par MadCat221, 25 juin 2010 - 05:32 .


#4
Eshme

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How to set up a model with 2 or more Materials assigned to it.



Each material needs to be assigned independent meshes. As Chewy said, 2 mesh objects connected to GOB will do. Avoid adding the material on a polygon subselection, as this will create a submaterial on parts of the mesh that the game cannot understand. If the materials gona be different, they need unique names unless they overwrite each other. As the material name = the MAO filename. Thats it.



If you want to mix existing parts of models you could leave material names as they are ,do not export MAO's if all it would override the existing ones. This is the bonus of having material already set up. In this case you must reuse the mapping coordinates as well.

All you have to do is import both models. Delete the skinmod, collapse the other modifiers. Edit both meshes on polygon basis. Keep care of the mapping coords. And attach skinmod and whatever is supported, and export again without MAO, since you havent changed the material name and the MAO's already exist by original.

#5
Eshme

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Whats that image of yours, i cannot even click the link to see it. Or select it lol

Modifié par Eshme, 25 juin 2010 - 07:42 .


#6
MadCat221

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That would be Imageshack acting up...

Gonna try export/re-import trickery to see if that works, and just redo the underwear body geometry culling.

Here's a text link to the image, maybe that'll work...

http://img265.images...trightwitht.jpg

EDIT: I fiddled with materials before I knew what the heck I was doing... Should I just start from scratch and not alter or export materials at all?

Modifié par MadCat221, 25 juin 2010 - 10:47 .


#7
Eshme

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Nope, its an empty page. But at least i can select the link this time lol. Weird how could i select all your text except the link.



Anyway Export/reimport trickery? What do you mean? Dont you do it the other way around lmao

#8
MadCat221

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With Fallout 3/Oblivion, sometimes export errors get fixed if I re-import and then re-export.

I fiddled with materials before I knew what the heck I was doing... Should I just start from scratch and not alter or export materials at all?

The ironic thing...  the portion of the mesh that I did the most altering to (the top, to cut out its skin part) is the best-behaved of the bunch.  I cut it in half to keep symmetry when I did a Cut across there and then mirrored it and then skinmod-mirrored as well.  The skirt won't tint-map now either.  And the body obviously isn't either.

Here's a re-upload of the image of my predicament.  It's older, as the top isn't tint-mapped (it'd have gold seams as I use this tint map mod: http://www.dragonage...ile.php?id=1076

Posted Image

The aggravating thing is that the skirt and top have identical text strings in their Material Object fields in the MMH... and yet one's properly tint-mapping and the other isn't.  And the skin definitely isn't.  It makes zero sense.

Modifié par MadCat221, 25 juin 2010 - 10:52 .


#9
Eshme

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Weeeeiird

One more important thing for tints.. i dont know how deep into it you are..



The Meshes have mesh parameters right, the "NodeName" in this is important for Tints to work. See that tinted models have "HelmetM1" for example, while their mesh name is arbitrary like DF_HLH_H01_HelmetM1. This is only happening in Tinted meshes. So if you have done something to the mesh parameters u might check them out. Im not even sure on the extend of this, i have noticed this on exposed skin of armor only. Another explanation why one works and the other doesnt i dont have atm.



Reimporting doesnt really change anything as far i know. If only you can see if the exporter didnt screw up on something obvious.

#10
Eshme

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Did you change the material name so? Or not? Because if not you could try deleting the MAO's you exported. The original material's are coming with the original game. Perhaps you changed something i dont know.

#11
MadCat221

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I deleted all MAOs that came out from previous fumbled exports.  All that remain are the MAOs that are in the core ERFs.

It looks like that all parts are properly node-named ArmorM1...  but I'm not certain.  Here are screenshots of each part as viewed in the Toolset:

Top (the well-behaved part)

Skirt

Body

I used MAO filenames identical to ones found in the properly functioning meshes from which I got the parts from.

Modifié par MadCat221, 26 juin 2010 - 12:12 .


#12
Eshme

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Hmmmm.. the Skirt is named "...ArmorM" and it is not tinted? coincidence perhaps?



Perhaps you rename it into "something_ArmorM1"? I dont know just guessing..

#13
MadCat221

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Didn't work.



I tried renaming them all so they were both unique and ended in "_ArmorM1", also doing so in the MSH (that seems to be the name field that correlates between the MMH and MSH files).



Has there been any previous instance out there of more than one model in a body mesh?

#14
MadCat221

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I just made an interesting observation...

Only the first mshh object listed will have proper tinting. The top piece was the first in that mesh.

I just took that same mesh and deleted the top in Max, exported, and then set it up for the game (mainly, making sure the vanilla MAOs were the ones ref'd) and tested. Lo and behold, the skirt was properly tinted. I then went back and did the same to the skirt. Surprise, the underbody mesh had proper tinting.

Is this a bug in the exporter? Or is it a limitation of the engine: it doesn't like multi-part character meshes?

Modifié par MadCat221, 26 juin 2010 - 02:33 .


#15
Eshme

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Duno. I believed there were models with many parts. Oh yea of course, Hair meshes all have 2 parts. But body models mmm i think there is only one ever or ? I will take a look if its someting about the exporter. But i have no clue about the issue

#16
Eshme

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Ooo check this out..

I looked at a Hair model and it has 2 Meshes yes? One mesh has Nodename "HairM1" the other "HairM2"



Eventually it needs to be numbered? Does the meshname need to be something specific too? One is "HF_HAR_HD4_HairM1" the other "HF_HAR_HD4_HairM2"

#17
MadCat221

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Worth a try.  Gonna go check it out.

EDIT: No luck.... <_<  Matched all the MMH_MESH_GROUP_NAME fields to be sequential for "HF_ARM_LGTb_ArmorMX", where X was the sequence number, and then matched the MMH_NAME to the ArmorMX as well.  And nothing.

Modifié par MadCat221, 26 juin 2010 - 04:13 .


#18
Eshme

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This stuff is more wicked than it appears. Gosh would Bioware tell what this is. So i have split a robe "hf_rob_appb_0.mmh" mesh into 2, and looked whats happening. Additionally i throw in a 3rd mesh with just skin. Doesnt work at all rofl. Its a tinting problem.



So let me just export one part of the robe (name: HF_ROB_APP_RobeM1 nodename:RobeM1), and it works fine. Then i added the other part (Name:HF_ROB_APPbottom" nodename:RobeM1) and it worked as well.

I renamed the second meshes name to have the same as the first, and the 2nd would not show in the toolset, the 1st be not tinted.

So you can have same nodenames or what? But ... let me try more

#19
MadCat221

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APPBottom not showing up when its name was matched to the top is because it's pulling mesh data from the top. That name is what correlates between the MMH and MSH. I think the MSH has the actual geometry and skinning and whatnot.

Am I to understand that you had both the top and bottom halves of the robe in the same mesh and working tint-wise? That's how you seemed to word it, but I'm not sure.

EDIT: Would you like me to upload the dalish armor mesh I've been fighting with?  You could tinker with the focus piece of this whole problem then.  It has some clipping issues irrelevant to the problem here, as I was testing when I ran across the problem and opted not to finish that unless this impasse was solved.

Modifié par MadCat221, 26 juin 2010 - 04:28 .


#20
Eshme

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Sure you can send. ALthough i have my own example here. Hear this..
I removed the second robe piece again, and added the skin mesh instead. The robe was "RobeM1", and the Skin was "ArmorM1". Result is neither was tinted.
I renamed both into ArmorM1, and both into RobeM1, neither did work tint wise.
Then i renamed one into ArmorM1, the other into ArmorM2. Didnt work. Then i switched both 1 and 2, and dada it worked. For one piece and skin that is.

So therefore ArmorM1 must be first appearing in the MMH which nobody can control. It doesnt make sense to enter ArmorM1 into the Mesh parameters then yes? But somehow need to tell the exporter if its gona be RobeM1 or something else. Ive seen LashesM1 NeckM1 FaceM1 ClothesM1 etcetc i dont even know this.

Any suggestions?

Modifié par Eshme, 26 juin 2010 - 04:38 .


#21
MadCat221

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Not quite sure I follow the chain of events...

Anyhoo, here's the dalish armor pack. The MMH and MSH are included.

*Eshme's got it, link removed*

ArmorM1 is the skin now, ArmorM2 is the skirt, and ArmorM3 is the top.  Whichever is ArmorM1 gets properly tinted.

Notify me when you have it DL'd so it can be taken down.

Modifié par MadCat221, 26 juin 2010 - 05:18 .


#22
Eshme

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Have it.



I dont got it. Sometimes it work, sometimes not. Perhaps the exporter guru from Bioware has to tell.

#23
tmp7704

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Something you might want to try -- combine the parts into single mesh, re-arrange the UV coordinates of individual parts so they can all exist on single texture and then create combined texture matching that layout. This way you should be able to get the tints for both armour and the skin and avoid all this headache, though most likely at expense of lower texture resolution (since the parts will have to share the available space)

#24
MadCat221

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Heh, for what I was doing, it's not worth that much effort.

As for space, if it's like any typical model, UVW maps are independent of texture pixel dimensions.

Unless...  Hey Eshme, is there a way to merge objects together and retain skin data?

Modifié par MadCat221, 26 juin 2010 - 04:05 .


#25
tmp7704

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MadCat221 wrote...

As for space, if it's like any typical model, UVW maps are independent of texture pixel dimensions.

I meant the UV space -- the UV coordinates are generally limited to 0-1 range so you get to work within a square which can only fit so much detail, as these coordinates are then mapped to pixels of associated texture(s)  And since each pixel of the texture can only hold one colour you'd need to re-arrange layout of the polygons on the UV map so they all fit there without overlapping. It's not very complicated, though.