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New item's texture failing to import


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#1
ChickenDownUnder

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I have no idea why the toolset is failing to completely load it, but it is managing to make me very, very annoyed. Though maybe because I haven't gone to sleep yet and tomorrow I shall arise admist a world full of sparklies and inspiration and... moving on.


Alschemid suggested to me that the reason the material failed to load was because of not having a proper dds format, as well as providing me a link to a converter that will sorta kinda work. Unfortunately, I couldn't get DDs Converter 2 to work on my Vista-inclined machine. I have tried both NVIDIA's dds plugin as well as The Compressenator with no luck.

So! I am open to all suggestions in how I could fix this. I used 3DS Max by the way, not Blender. If you need more info in order to better help, feel free to ask, though it make take me several hours to respond since I'd have passed out by then..

What the item looks like in Max:

Posted Image

What the item looks like in the toolset:

Posted Image

Plz be kind about the way the hood looks, it was just something I slapped together to see if I could get something brand new into the game, before moving on to adding even bigger things. I made it so that it actually has less polys than the mage hats already in the game.

Also, I can attach it to a uti and then load it in the game itself as well as equip it, but the only thing that changes is the back of the head, which goes missing.

Modifié par ChickenDownUnder, 24 octobre 2010 - 09:22 .


#2
DarthParametric

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Post the contents of your MAO. At the very least you require a diffuse and normal map for textures to functional properly.

If it is invisible in-game then it is possibly an issue with the GDA ID number (although in that case it should also be invisible in the toolset's item editor). Post your variation GDA details.

Modifié par DarthParametric, 25 octobre 2010 - 03:58 .


#3
ChickenDownUnder

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Alschemid was able to help me figure it out. The main problem was wrong compression of the dds, that she just had to run it through DDs Converter 2 in order to get that fixed.

Now just need to find a plug-in or something to get it to run on Vista.

Modifié par ChickenDownUnder, 25 octobre 2010 - 10:39 .


#4
DarthParametric

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If you are trying to use the PS plugin on 64bit, be aware that it will only run in the 32bit PS.

#5
ChickenDownUnder

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Still can't get that DDs Converter 2 to work on Vista. :(



What settings did you use with the PS plugin to get the game to recognize the textures?

#6
DarthParametric

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For most textures just use the DXT5 setting.

#7
alschemid

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Did the textures work in the game?

Modifié par alschemid, 26 octobre 2010 - 04:46 .


#8
ChickenDownUnder

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The textures still act a bit funny, but now I'm pretty sure it is a coding thing. Maybe.



The item appears on the inventory doll like it should, except super shiny, while still not appearing on the actual character outside of the inventory. Yet, when the Pause button is pressed the hood magically appears on the character.

#9
ChickenDownUnder

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The .mao:

MaterialObject Name="pn_hih_ckna_0">
Material Name="Character.mat">
DefaultSemantic Name="LerpedTint">
Texture Name="mml_tDiffuse" ResName="pn_hih_g01a_hoodd.DDS">
Texture Name="mml_tNormalMap" ResName="pn_hih_g01a_hoodn.DDS">
Texture Name="mml_tTintMask" ResName="pn_hih_g01a_hoodt.DDS">
Texture Name="mml_tSpecularMask" ResName="pn_hih_g01a_hoods.DDS">
Texture Name="mml_tGoreMap" ResName="Aur_WhiteVol.DDS">
Vector4f Name="mml_vTintColor" value="0.0 0.0 0.0 0.0"/>
Float Name="mml_fOpacityMultiplier" value="1.0">
Float Name="mml_fSpecularReflectionMult" value="1.0">
Vector4f Name="mml_vFalloffParams" value="0.0 0.0 2.0 1.0"/>
Float Name="mml_fGoreThreshold" value="0.0">
/MaterialObject>


And pics of the problem:

Shows up in inventory: http://i221.photobuc...k/inventory.jpg

But not outside of inventory: http://i221.photobuc...k/notpaused.jpg

Yet shows up again when the game is paused: http://i221.photobuc...work/paused.jpg


Nevermind. Figured out why. The hood still doesn't show on the face portrait though. And then I need to fix some of the animations, but otherwise the hood is now done.

Modifié par ChickenDownUnder, 27 octobre 2010 - 06:54 .