How do you do this?
I've renumbered some heads, and they lose their texture reference. So I've fired up GMAX to relink to the renamed texture, but don't know what i am doing.
How do you adjust the link to a renamed texture in gmax?
Changing the numbering of head parts and their plt
Débuté par
henesua
, févr. 05 2011 04:04
#1
Posté 05 février 2011 - 04:04
#2
Posté 05 février 2011 - 05:08
You don't actually need GMax at all for something this simple. Say you want to change pfh0_head160 to phf0_head188. Open up the model in a text editor, run a find and replace operation on the string "_head160" (replacing it with _head188). Then rename the model and texture appropriately. Done.
This assumes that the model was using it's self-named texture in the first place, of course. Maybe it wasn't. If you ever want to check what texture a model is using, just find the string "bitmap" and see what comes after it. In this case, if you find anything but pfh0_head188 after bitmap, then replace it with pfh0_head188. Problem solved. (If models use multiple objects, you may need to replace the texture used multiple times. So just keep hitting find bitmap until you get no further results.)
This assumes that the model was using it's self-named texture in the first place, of course. Maybe it wasn't. If you ever want to check what texture a model is using, just find the string "bitmap" and see what comes after it. In this case, if you find anything but pfh0_head188 after bitmap, then replace it with pfh0_head188. Problem solved. (If models use multiple objects, you may need to replace the texture used multiple times. So just keep hitting find bitmap until you get no further results.)
Modifié par Estelindis, 05 février 2011 - 05:10 .
#3
Posté 05 février 2011 - 05:23
Thank you, Estelindis.I was trying the same thing in NWMax's material editor. Although I would change the name in the material editor it was not taking properly. the name change would work, but the export was giving me errors, and perhaps in consequence it changed other aspects of the mdl file as well. Yet this simple text editor change does the trick.
However I wonder if I have discovered an error with the file. Upon export it says it has unwelded vertices. Should I worry about this? Will NWN choke on the unwelded vertices?
I know how to clean up vertices in other modelling programs, but still don't know my way around GMax to fix this with confidence.
However I wonder if I have discovered an error with the file. Upon export it says it has unwelded vertices. Should I worry about this? Will NWN choke on the unwelded vertices?
I know how to clean up vertices in other modelling programs, but still don't know my way around GMax to fix this with confidence.
#4
Posté 05 février 2011 - 07:04
Re the material, I find it's easier to just drag and drop a material from the GMax materials navigator (red, yellow, and blue spheres on the right-hand side of the main toolbar) directly onto the mesh (just choose "browse from system" on the left-hand side to choose the folder where your texture is located). This has never caused me any problems.
Sometimes Max will give a failed weld check where it's really not warranted (usually in models with very fine detail - I got this on the KotOR Heads a lot). If you just move to the editable mesh level of your object, select all verts, and then weld, you should have nothing to worry about. (This won't be a good idea for every model, of course, as some meshes will give undesirable smoothing results if you weld all verts. I find this is particularly the case in double-sided "2d" - i.e. flat - meshes.) Anyway, if you still get a failed weld check after this, I'd ignore it.
Sometimes Max will give a failed weld check where it's really not warranted (usually in models with very fine detail - I got this on the KotOR Heads a lot). If you just move to the editable mesh level of your object, select all verts, and then weld, you should have nothing to worry about. (This won't be a good idea for every model, of course, as some meshes will give undesirable smoothing results if you weld all verts. I find this is particularly the case in double-sided "2d" - i.e. flat - meshes.) Anyway, if you still get a failed weld check after this, I'd ignore it.
Modifié par Estelindis, 05 février 2011 - 07:05 .
#5
Posté 05 février 2011 - 07:11
No. Not in this case.However I wonder if I have discovered an error with the file. Upon export it says it has unwelded vertices. Should I worry about this?
Nope. Not at all. This is from the documentation for the original Bioware export scripts and explains why the sanity check exists in the first place:Will NWN choke on the unwelded vertices?
"Also, the BioWare Aurora Engine rounds the position of static objects to the nearest cm, so to avoid seams it's best to make sure that your pivot points in Max are square on cm values. This is only really necessary for static mesh, characters and other general things will work fine. If you see seams, this will most likely be the problem."
In GMax you just select the mesh, click the plus next to the Editable Mesh in Modifier Stack, select Vertex, select all the vertices you want to weld and then under the Edit Geometry rollout you'll see a little section where you can choose the weld threshold. Download the GMax help CHM and look it over. You can download it on the same page you downloaded GMax from on TurboSquid.I know how to clean up vertices in other modelling programs, but still don't know my way around GMax to fix this with confidence.
Screenie here
#6
Posté 05 février 2011 - 07:15
Thanks, all. The heads are now all displaying as desired with the numbers that I want. Now I just need to get some clothing parts out of Feanor's armor into the same hak and to work with Q's numbering system.
I hope future players of my mod will appreciate this.
I hope future players of my mod will appreciate this.
Modifié par henesua, 05 février 2011 - 07:15 .





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