I am making a custom weapon - I have got the deadline extended 48 hours and the ends closing in. I have all the files and the .mao file refer to the right textures. But the diffuse map doesn't show. All my files, including the .GDA is in mymod\\core\\data\\dagger_ddc\\. The .mao is named DAO_newmat_8110, but renaming it and changing its name in the .met file does nothing other than making it bluegreen, so I changed it back. The model as not exported to the directory, but I moved it there. Does the toolset look for textures in other places than just beside my model file?
Custom Weapon - only specular map shows.
Débuté par
0x30A88
, janv. 12 2011 02:01
#1
Posté 12 janvier 2011 - 02:01
#2
Posté 12 janvier 2011 - 04:49
You have to change the name in the MMH as well, as that is how the model knows which MAO to reference. The quickest and easiest way is just to change the name in Max/GMax's material editor and re-export the model (get into the habit of changing the material name straight after setting the type to DA material).
Everything should be in \<Addin Name>\module\data\ I think. Put it in an ERF if you want to keep it tidy.
Concerning the diffuse, you mentioned in the CC thread that you were having issues with your normal map. If that is still the case then that is likely the issue. If your MAO specifies a normal map and you don't have one or it is messed up, your diffuse won't show up properly either. You can test it by changing your MAO normal map reference to "Default_FlatNM.dds".
Everything should be in \<Addin Name>\module\data\ I think. Put it in an ERF if you want to keep it tidy.
Concerning the diffuse, you mentioned in the CC thread that you were having issues with your normal map. If that is still the case then that is likely the issue. If your MAO specifies a normal map and you don't have one or it is messed up, your diffuse won't show up properly either. You can test it by changing your MAO normal map reference to "Default_FlatNM.dds".
Modifié par DarthParametric, 12 janvier 2011 - 05:05 .
#3
Posté 12 janvier 2011 - 07:57
Mikemike? - Can I have another day or should I just give up? Or better yet, let me hand it in on Friday, having a math test on friday.
EDIT: Doing what you said in third and second paragraph, did not help.
Screenshot of how it looks like in the toolset.
EDIT2: Acidentally oversaved the image on Dropbox.
EDIT: Doing what you said in third and second paragraph, did not help.
Screenshot of how it looks like in the toolset.
EDIT2: Acidentally oversaved the image on Dropbox.
Modifié par Gisle Aune, 13 janvier 2011 - 06:21 .
#4
Posté 13 janvier 2011 - 03:59
Post the contents of your MAO.
#5
Posté 13 janvier 2011 - 03:47
Here's the .rar with all the files. Maybe that'll make helping me way easier than those vague descriptions do.
http://dl.dropbox.co...w_dgr_ddc0a.rar
I can't reexport it in 3DS MAX - trial version ended and price would even makes the archdemon shudder.
http://dl.dropbox.co...w_dgr_ddc0a.rar
I can't reexport it in 3DS MAX - trial version ended and price would even makes the archdemon shudder.
Modifié par Gisle Aune, 13 janvier 2011 - 03:49 .
#6
Posté 13 janvier 2011 - 04:42
Your diffuse filename has an odd character in it - "w_dgr_ddc0a_0d.dds". That could be causing the issues, even though it's in the MAO. Delete that character from the filename and edit the MAO. EDIT: Yes, a quick test in the toolset shows that the filename is the issue. Change it and the diffuse will show up properly.
Your specular map is missing an alpha channel.
You don't need Max. Get GMax - it's free and for the most part the same (it's a cut down version of Max 4). It's available here - http://www.turbosquid.com/gmax Eshme's script works the same, although exporting requires an extra step to get around GMax's limitations. It's explained in the script's manual. Make sure to grab NifSkope (as mentioned in the manual) to add DDS support and you should also grab the OBJ import/export scripts - http://www.the3rdage...tem-348?addview
Your specular map is missing an alpha channel.
You don't need Max. Get GMax - it's free and for the most part the same (it's a cut down version of Max 4). It's available here - http://www.turbosquid.com/gmax Eshme's script works the same, although exporting requires an extra step to get around GMax's limitations. It's explained in the script's manual. Make sure to grab NifSkope (as mentioned in the manual) to add DDS support and you should also grab the OBJ import/export scripts - http://www.the3rdage...tem-348?addview
Modifié par DarthParametric, 13 janvier 2011 - 04:57 .
#7
Posté 13 janvier 2011 - 05:45
I don't see any strange character, which one is it?
I have GMAX, but whenever I touch something in the views - they white out and I can't see anything. How can I reset the settings that greeted me upon first startup?
Does it have the smoother, abillity to move vertices and faces as well as the extrude and bewel?
Can you please export the textures properly for me? The GIMP .dds exporter is nothing like the one photoshop users can use. It's quite the confusing. And it lacks the abillity to export DA-friendly normalmaps.
The .obj export would be nice, even though I only use MAX, because the UVMapper classic, though old, has the best map for cilindrical shapes - which 3DS max kind of lacked.
I have GMAX, but whenever I touch something in the views - they white out and I can't see anything. How can I reset the settings that greeted me upon first startup?
Does it have the smoother, abillity to move vertices and faces as well as the extrude and bewel?
Can you please export the textures properly for me? The GIMP .dds exporter is nothing like the one photoshop users can use. It's quite the confusing. And it lacks the abillity to export DA-friendly normalmaps.
The .obj export would be nice, even though I only use MAX, because the UVMapper classic, though old, has the best map for cilindrical shapes - which 3DS max kind of lacked.
Modifié par Gisle Aune, 13 janvier 2011 - 05:49 .
#8
Posté 13 janvier 2011 - 06:27
I presume it must be related to your OS localisation? The problem is between the d and . as you can see in this pic -

I can't really offer any insight into the modelling functionality of GMax as I've never used it for modelling, only as an export vector (originally for KOTOR, now DA). Settings-wise, I believe there's a reset to default settings option in there somewhere, but again I've never really delved in too deep as it's not my primary 3D package. All I can say is that Max/GMax has pretty much the worst interface and control scheme of any program ever. Great job whoever it was in Bioware that decided to adopt that good stuff for the toolset.
Here's the fixed files - http://www.mediafire...dc0a_Revised.7z

I can't really offer any insight into the modelling functionality of GMax as I've never used it for modelling, only as an export vector (originally for KOTOR, now DA). Settings-wise, I believe there's a reset to default settings option in there somewhere, but again I've never really delved in too deep as it's not my primary 3D package. All I can say is that Max/GMax has pretty much the worst interface and control scheme of any program ever. Great job whoever it was in Bioware that decided to adopt that good stuff for the toolset.
Here's the fixed files - http://www.mediafire...dc0a_Revised.7z
#9
Posté 13 janvier 2011 - 06:31
I am using Windows Vista - might explain why it doesn't see it.





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