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Models give error when lightmapping


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8 réponses à ce sujet

#1
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When I try to lightmap/export a level, I get errors saying that the meta data for certain models cannot be found and that the lightmaps are not complete.

The models are:
dfe_tower01_0
dfe_tower02_0
dfe_wall03_0
dfe_wall01_0
dfe_detail01_0

The models show up in game, but they are lighter in color than the other models. How do I fix them? The arttools.erf usually would contain the meta data (in a .met file I think), but I don't think the models are from origins. Possibly Awakening, Shale, or Golems?

#2
-Semper-

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dfe_ sounds like custom models or models from awakening? anyway you are missing the meta files for these models which control the lightmapping. right now eclispe ray can't calculate the shadow maps (textures).

#3
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I found references to these files in an awakening erf, so they must be from awakening. Is there any way to get the meta files? Are they located in an erf file like the origins ones are?

#4
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no, they are excluded. guess that was done to protect them from using in your custom mod. you could use eshme's model exporter to import them to gmax and export the meta file - that works. i've done this myself ;)

or you could take the the similar tower from origins and rewrite the meta file with a text editor. it's doable but difficult.

Modifié par -Semper-, 26 novembre 2010 - 09:52 .


#5
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That's odd as the other dfe models don't seem to have this issue. Ah well...

I've never done any modeling to speak of. I'll download those programs. Is there any way you could give me more specific instructions on gmax? I've never used it or anything like it.

EDIT: Gmax and Eshme's tool are installed and set up per Eshme's instructions. The msh, mmh, and phy files were extracted from the erfs, and I attempted to import them in gmax. However, I couldn't find a corresponding mao file, so I'm not quite sure what to do from there.

Modifié par satans_karma, 26 novembre 2010 - 11:56 .


#6
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i've never worked with gmax myself but i would guess there's not that much of a difference. first you need gmax and eshme's importer/exporter.

the tool comes with a useful readme with all the instructions to install and model handling, and there's also a thread about your question.

quick guide:
- install and configure eshme's tool
- extract all the needed resources for a complete import (mmh, msh, phy, mao and all the needed dds files)
- just import the model through the mmh in gmax
- change nothing and go straight to export
- type the original name of the file and hit export (you don't need to export the mao file)
- the tool will create a new mmh, msh, phy and met file
- grab the met and place it into your appropriate module's folder (my documents/bioware/dragon age/addins/your_module/core/data_tools) > if this folder isn't there, simply create it.

the mao file is linked within the mmh. just drag'n drop the mmh into the toolset and look there. e.g.: the dfe_tower01_0 uses the dse_master.mao from origins.

Modifié par -Semper-, 27 novembre 2010 - 01:02 .


#7
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I got to the exporting step with no problems (at least none that I could tell) but encountered two errors during export:

"...material requires UV channel 2 but that channel does not exist. It won't be exported."

and

"--No ""copy"" function for false"



After hitting OK for both, gmax seemed to go into an endless progress bar with no progress. Any ideas?

#8
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dunno if gmax is capable of displaying 2 uv channels. i believe there's a note in eshme's readme. in the mean time i've exported the meta files you were missing.

download the meta.rar and extract those to my documents/bioware/dragon age/addins/your_module/core/data_tools
if this folder doesn't exist simply create it ;)

i've rushed this. hopefully there are no bugs included :D

Modifié par -Semper-, 27 novembre 2010 - 01:33 .


#9
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Thank you very much! I'll see how lightmapping/exporting goes.


EDIT: I was still receiving the same error when I put the files into the data_tools folder; however, moving them into the core/override folder eliminated the error. I have yet to do an in-game test to see if the coloring is normal.

EDIT2: The models show up the normal during in-game testing. Yay!



Next question: Does anyone have any idea how to make these (and other) models show up from a farther distance? These models as well as a pile of rocks and a portcullis disappear when too far away and reappear when closer. I've tried a couple different settings to no avail.

Modifié par satans_karma, 28 novembre 2010 - 02:16 .