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 .





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