So I've been trying to reskin citywatch 03 (the small one) to suit something that fits my PW better. I've reskinned the outside just fine, and if i just drop it in the override folder without renaming it, it overwrites the existing citywatch 03 and looks great.
The problem is, when I use MDB cloner to create a clone of the citywatch 03 model, attach a new diffuse and normal to the model, and then put that in my override folder, along with an edited placeables.2da, the building looks fine, but the windows, instead of being the normal windows as they were in the previous example, appear to be little pictures of the texture file applied to the outside of the building.
Has anyone ever encountered this before? Or know how to solve it? The tutorials I've been over concerning reskinning don't appear to cover the problem.
Thanks for your help!
Reskinning Models
Débuté par
MammonTheViscount
, sept. 13 2010 03:30
#1
Posté 13 septembre 2010 - 03:30
#2
Posté 13 septembre 2010 - 04:52
Sounds like a missed model name somewhere or possibly a missing texture in the process, which dovetails me back to thinking a misnamed file or misnamed .2da entry. These things are so easy to miss.
dunniteowl
dunniteowl
#3
Posté 13 septembre 2010 - 08:47
Are you sure the original model didnt utilise two textures, model parts?.. ie main building and texture and window panes and window pane texture.
Im assuming it does since if the windows in the clone are showing up UV'd so they encompass the entire buildings texture then that would mean they where NOT UV'd to work for the main buildings texture youve reskinned and require a seperate 'window' texture. The cloner might have replaced all texture names with a single name where before their was two.
Id need to see a screenie to be sure... im not sure about multipal textures for models in NWN2 since I tried once and had real issues (not like in NWN where you can have as many textures and seperate models assigned to a single model) NWN2 seems to have a rather ridge setup for that sort of thing.
Im assuming it does since if the windows in the clone are showing up UV'd so they encompass the entire buildings texture then that would mean they where NOT UV'd to work for the main buildings texture youve reskinned and require a seperate 'window' texture. The cloner might have replaced all texture names with a single name where before their was two.
Id need to see a screenie to be sure... im not sure about multipal textures for models in NWN2 since I tried once and had real issues (not like in NWN where you can have as many textures and seperate models assigned to a single model) NWN2 seems to have a rather ridge setup for that sort of thing.
#4
Posté 13 septembre 2010 - 02:30
The external texture of the building shows up fine, and the line from citywatch03 in the placeables.2da was copied and pasted in the file in order to insure it was formatted correctly. in short, it's not a spelling issue, and near as i can tell the .2da works fine for citywatch03 so it's not a .2da issue.
The .mdb file does call for two textures, a diffuse and a normal. The diffuse texture shows up great, and when i use the original normal file, i can see the outlines showing up for that one too, so i know the normal textures are working (changing the normal textures does not, however, resolve the window issue).
There are window files in the materials zip, and I've examined those. While they are windows DDSes that look like the windows that the model uses, they don't appear to have any way of being called, so i assume it's simply using the windows that are present in the .dds files already associate with the module, as the aforementioned windows DDSes are not referenced to any of the .mdbs or .2da entries. Even when these .dds files are renamed to mimic the naming conventions of my .dds and .mdb files, they do not show up in game.
picture of the problem below:
The .mdb file does call for two textures, a diffuse and a normal. The diffuse texture shows up great, and when i use the original normal file, i can see the outlines showing up for that one too, so i know the normal textures are working (changing the normal textures does not, however, resolve the window issue).
There are window files in the materials zip, and I've examined those. While they are windows DDSes that look like the windows that the model uses, they don't appear to have any way of being called, so i assume it's simply using the windows that are present in the .dds files already associate with the module, as the aforementioned windows DDSes are not referenced to any of the .mdbs or .2da entries. Even when these .dds files are renamed to mimic the naming conventions of my .dds and .mdb files, they do not show up in game.
picture of the problem below:
#5
Guest_Chaos Wielder_*
Posté 13 septembre 2010 - 04:48
Guest_Chaos Wielder_*
My guess is Obsidian is referring to a different model, somehow, and the textures are being confused. I've reskinned tons of assets--100+--and I have encountered this before. Sadly, I just find some other way to do what needed to be done.
There's certainly a .dds file in the materials folder *somewhere* that solves this issue. Sadly, the naming conventions are less than helpful much of the time. You're going to need elbow grease for this, I think.
There's certainly a .dds file in the materials folder *somewhere* that solves this issue. Sadly, the naming conventions are less than helpful much of the time. You're going to need elbow grease for this, I think.
#6
Posté 13 septembre 2010 - 05:14
I may just have to stick with a flat override in place of the normal citywatch03. shame, I was hoping to use the default in other places in the module :-\\





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