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Selection Circle Visible Over Sword


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#1
AlarisT

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The yellow selection circle is visible through the sword I've created. Has anyone experienced this when adding a custom model to Dragon Age? Help! Thanks in advance.

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Modifié par AlarisT, 27 août 2010 - 08:01 .


#2
DarthParametric

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Odd. Are you using any transparency in your sword material perchance?

#3
AlarisT

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Apart from the standard texture, I am using a mml_tTintMask. I'm guessing I'm doing something wrong with that?

#4
DarthParametric

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I wouldn't think that would be the cause. Post the contents of your MAO.

#5
AlarisT

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This is what I currently have in mao file that resides in my documents\\BioWare\\Dragon Age\\packages\\core\\override\\anduril



<?xml version="1.0" encoding="UTF-8"?>

<MaterialObject Name="w_lsw_and1a_0">

<Material Name="Prop.mat"/>

<DefaultSemantic Name="Blend"/>

<Texture Name="mml_tDiffuse" ResName="w_lsw_and1a_0.jpg"/>"></Texture>



<Texture Name="mml_tNormalMap" ResName="w_lsw_and1a_0n.jpg"></Texture>



<Texture Name="mml_tSpecularMask" ResName="w_lsw_and1a_0s.jpg"></Texture>



<Texture Name="mml_tTintMask" ResName="w_lsw_and1a_0t.jpg"></Texture>



<Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.30 1.27"></Vector4f>



<Float Name="mml_fSpecularReflectionMult" value="0.54"></Float>

</MaterialObject>


#6
DarthParametric

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Try changing it to this:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<MaterialObject Name="w_lsw_and1a_0">
    <Material Name="Weapon.mat"></Material>
    <Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture>
    <Texture Name="mml_tDiffuse" ResName="w_lsw_and1a_0.dds"></Texture>
    <Texture Name="mml_tNormalMap" ResName="w_lsw_and1a_0n.dds"></Texture>
    <Texture Name="mml_tSpecularMask" ResName="w_lsw_and1a_0s.dds"></Texture>
    <Texture Name="mml_tTintMask" ResName="w_lsw_and1a_0t.dds"></Texture>
    <Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.25 1.23"></Vector4f>
    <Float Name="mml_fSpecularReflectionMult" value="0.60"></Float>
</MaterialObject>

Although for that you'd need a lightmap, which means exporting via Eshme's script in either 3DS Max or GMax. You could test it first without the lightmap line. Also, you'll want to change to DDS textures. JPGs aren't going to be sufficient.

Modifié par DarthParametric, 28 août 2010 - 05:26 .


#7
AlarisT

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I will try that - thank you so much for you help DarthParametric!

#8
AlarisT

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Hey that did the trick! Thanks again m8. I used Milkshape3D and am unfamiliar with gmax, otherwise I would add the Light Map.

#9
DarthParametric

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Glad that solved the issue.



Light maps are nothing particularly special or complicated, just a second UV channel. Most apps can't handle that though. For weapons I'm not sure a light map is actually necessary, as only static models can take advantage of light maps (all advanced lighting effects are pre-baked, not dynamic). I just altered a vanilla longsword MAO and it was in there so I left it.



GMax is horrible to use (being basically a neutered version of 3DS Max 4), but it's free. If you want to do anything beyond weapons you'll probably need to pick it up, as you'll need the DA-specific features of Eshme's plugin.

#10
AlarisT

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Thanks again for your help. Yeah, maybe I'll learn gmax one of these days.

#11
0x30A88

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I does look like the sword was lying on the ground on that first picture though.

#12
AlarisT

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Gisle Aune wrote...

I does look like the sword was lying on the ground on that first picture though.


Trust me it wasn't :):police: