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Custom Models and Tints [Solved]


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#1
Pineappletree

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Aloha!

I'm in the "Proof-of-Concept"-Phase of a new project. For that I created a custom mesh via tazpn's tools (Import), 3dsMax 2010 and ChewyGumball's Exporter.

The model shows up at the right place, animates correctely, UVs / base textures are okay as well but I can't get it to accept any tints.

I'm using vanilla textures, material objects (*.mao) and even parts of a former correctely working mesh from the game. So I'm pretty sure the problem has to be somewhere in the model data / conversion process.

I've done a bit of experimenting with the NodeMesh attributes in the *.mmh.xml and took a look at the *.mmh.xml of other "tintable" meshes but had no luck in locating the error yet.

Has anyone thoughts on  / experience with this?


Edit:

Solved!

If anyone runs into this problem in the future: The Name of the NodeMesh in the *.mmh.xml has to be shortened, e.g. from something like "hm_boo_hvy_ArmorM1" to "ArmorM1".

Thanks go to Eshme for the solution!

Modifié par FdL_Ananas, 19 janvier 2010 - 09:12 .


#2
Dark_Ansem

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that is, you made a custom model that changes when you change materials?

#3
Pineappletree

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I have not integrated it into the material system of the game (iron, steel, dragonbone, etc.) but yes, it changes color through the use of tints as models that are using it (e.g. the vanilla armors).

#4
Dark_Ansem

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can you explain this a bit more?