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Model not showing up in toolset (Using blender instead of 3ds max)


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#1
boodrl

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Hello everyone,

I realize there is another thread going on right now that had the same problem but since the person is using 3dsmax and I'm using blender I thought it may be better to keep things organized and post a new topic.


Anyhoo on to my question/problem

I'm trying to port a gown into DA. I'm using dragonblender (most recent release), And what I've done is used vanilla .msh file and replaced the vanilla gown with the ported gown. Then i edited it's respective .mmh, and phys and mao files.

I've got the texture files ready to go as well as the GDA file. So I open up the toolset try to create and item and when I try to select my gown it won't show up in the viewer. I'm pretty sure my naming scheme for the files is correct but this is my firts time porting some clothing into the game.

here are some pics of the files

www.freeimagehosting.net/ixr4z

www.freeimagehosting.net/vc94i

www.freeimagehosting.net/pvqve

www.freeimagehosting.net/92a11

www.freeimagehosting.net/6r9ow

and for those that are curious or like to look at these files are they are:

www.dropbox.com/sh/s768b5xkipakryk/f4JWR3y5Pz

Modifié par boodrl, 15 octobre 2012 - 02:29 .


#2
DarthParametric

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First off, you have the OS set to hide file extensions (which is the default setting). You might want to turn that off:

Posted Image

As to the model not showing up, your model names are all wrong. It should be hf_cth_agowna_0. Also, The MMH is named wrong altogether, still having the source model name. Rename that to hf_cth_agowna_0.mmh, and the PHY to hf_cth_agowna_0.phy. The MSH filename is less strict, but it needs the proper LOD epithet ( _0 in this case) at least. It's probably best to use the same convention as the MMH/PHY. Open the MMH in the GFF editor and change the MMH and MSH references to the proper filenames. Open the PHY and do the same for the MMH reference.

Note that you only have the LOD0 model, so if the character wearing the dress moves away from the camera, you are going to get issues when the game tries to load the LOD2 and 3 models (that don't exist). You'll likely want to make those. If the model is completely custom, you'll probably just have to make some renamed versions of the original and create some new down-res'd textures sets to go with them, unless you actually want to make custom reduced poly versions (although check if the source already had some).

By the way, the default appearance for in the item editor is human male. Seeing as you only have a model for human females, even once the issues are fixed, nothing will show up unless you change the appearance setting. Scroll down to the bottom of the item window and change the values in the two drop downs for appearance:

Posted Image

Modifié par DarthParametric, 17 octobre 2012 - 04:58 .


#3
boodrl

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*facepalm* I had issues with the .mmh .msh file and had to create new ones while I was loading this question. I can't believe I didn't double check the names again...

Alright then I'll make the necessary changes and add some more LOD models later this week and post my results.

Thanks DarthParametric : )

#4
DarthParametric

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I noticed I made a slight error there. The filenames should all be of the form hf_cth_agowna_0 as I said, but I forgot the "a" when I subsequently stated the MMH/PHY filenames (which is how you originally had it). I edited the post to correct it. The a is important, as that is the variation referenced by the GDA, so don't forget that.

#5
boodrl

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So I've renamed the files and created LOD 2 and 3 but the gown still isn't showing up.

www.freeimagehosting.net/jf1xj

When I open the uti file and select the female appearance the image viewer pops up but it's just black. I think it may be a problem with the .msh files and .mmh files.  


I get this error when I open up the .msh file in blender once I've edit the reference .mmh file within it.

www.freeimagehosting.net/z3vbt

I think it has something to do with this warning at the bottom of this pic.

www.freeimagehosting.net/n3lfm

I've updated my dropbox file with the new files

#6
DarthParametric

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Hrmm...very odd. The GDA looks fine. Even so I recreated it to be sure and tried a different ID number with no success. Eshme's script can import the model fine. It complains about 9 duplicate polys, but that shouldn't be a big deal. I tried re-exporting it and it still doesn't show up.

The only thing I could see that was wrong was the texture references in the MAOs were wrong (the prefixes were hf_ instead of pf_), but that is a not related to this issue.

Not sure what the issue is. I'll look at it again when I have more time later in the week.

#7
Eshme

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The whole mesh is missing skinweights. I suppose thats the issue, and the engine freaks out over this.
I updated my exporter to include a error message, so Darth has an easier time helping ^^
Didnt expect this an issue, but we're all beginners. Everything can happen

#8
boodrl

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Hopefully no one minds me bumping this old thread but I made a breakthrough with my mod recently and I just want to share it for future reference to people using this tool including myself (chances are I may forget my own methods =])

Before I tried using v20 to load and imported a vannilla gown .mmh file. The mesh and it's skeleton would show up on screen. Then I'd use the pose option in blender to adjust the vanilla mesh to my work. Once I've aligned it up as best I could I select the bone weight copy script in blender. The bones were copied to my in blender they wouldn't be saved in the .msh file I was exported it to as Eshme pointed out.

So instead I used the v11 and for some reason the bones are exported along with my own mesh. I have to do a bit more work since now I have to alter the t-pose for my work instead of altering the vanilla meshes but oh well.

I'm nearly done the gown I'm porting..I just need to fix the textures and weights. I'll be posting pics soon!

Modifié par boodrl, 10 janvier 2013 - 02:48 .