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#26
GianniAgn

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Jez_fr wrote...

Alpha channel: yes, the game use plenty of them, not in .plt though, but there are tricks to bypass that limitation (I think Old Time Radio did some posts about that a while ago)
hair as in DA:O: I'm not sure what you are refering to, but I suppose. The main issue in NWN is if you want the hair (or clothes/bodyparts) to be tintable you have to use .plt, which cause problems with alpha channel. But if you don't need/want the tintable capacity you can use TGA/DDS instead, which support alpha. Normally, if I'm not too rusty hehe, I seem to remember that NWN will use a TGA texture (for bodyparts/armor I mean) if you don't provide a .PLT. I never tried however.
Back to the hairs, you could for example do a simple plane around the head, and apply a TGA with alpha to show special haircut or curls or whatever, or a crown... The hairs don't have to be part of the main "head" model by the way, it could be just linked to the head model. Again browse Old Time Radio post around here. He did a number of interesting test about thinks like that ^^

About armour, it depends, but in any case it is pretty long to do. I guess that's why nobody did a entire rework of NWN clothes and anatomy yet.
Since a long time in most games, they use skinmesh. In NWN mostly it's used for robes (and a few creatures), so you can convert /adapt these to NWN if you are not afraid to spend time on this (assuming you have the skinmesh skills, I don't ;D )
Hope it helps ^^


Just tried it. model in game look metallic, like it hasnt texture

#27
GianniAgn

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I downloaded Leto Editor, will try it.. Seems i need to set up new no phenotype head to my save game. BUT before it i need to put that head in 2da.. Only thing i need to know what 2da store it :)

Modifié par GianniAgn, 23 mai 2012 - 03:00 .


#28
GianniAgn

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read some modelling tutorials but still camt find how to scale in UVW Editor only by X coordinates? For example if i make 2 textures in 1 (coz texture file should be square) i need to scale every map to 50%

In 3d editing, while scaling i can choose by what line (x y or z) but on 2d mapping i cant see how/

Modifié par GianniAgn, 23 mai 2012 - 07:48 .


#29
Zwerkules

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GianniAgn wrote...

read some modelling tutorials but still camt find how to scale in UVW Editor only by X coordinates? For example if i make 2 textures in 1 (coz texture file should be square) i need to scale every map to 50%

In 3d editing, while scaling i can choose by what line (x y or z) but on 2d mapping i cant see how/


Select the modify tab (looks like a blue rainbow) and from the modifier list select an uvw xform modifier.
Change the 1.0 for the U Tile to 0.5. If the texture part you need is the right part of your texture also change the U offset to 0.5.
Export the model. That's all.


If the 1.0 is written as 1,0 you'll have to enter 0,5 instead of 0.5.

Modifié par Zwerkules, 23 mai 2012 - 07:58 .


#30
GianniAgn

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Great :) will try