Aller au contenu

Photo

Applying textures question


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
PJ156

PJ156
  • Members
  • 2 986 messages
As an exercise I am trying to apply a new texture to an existing model.

In the picture is the results. The wall mdb on the right is still seeing the version 1 (stock) of the texture and not my version 2. As you can see on the left the tint map is showing but the model on the right should have the new texture.

Posted Image

To do this I opened the original mdb, saved as a new model the put in the file name for the new texture and tint map, saved again then put the models and textures into a hak and the 2da.

Is there another step to be taken that I have missed when retexturing?

PJ

Modifié par PJ156, 13 octobre 2013 - 12:38 .


#2
Tchos

Tchos
  • Members
  • 5 072 messages
Certain models are resistant to retexturing through making copies of them with MDB Cloner. MDB Cloner can't handle models with more than one internal "piece", for instance. Or it can, but it only retextures one of those pieces.

Certain models seem to be one piece, but changing the texture doesn't have any effect in-game, or it has an effect, but only when that's the only copy of the piece in the area, or it was the one that was placed first. This happens when the internal object reference is not changed, and remains the same as the original version. In Gmax, you can change the internal object's name. MDB Cloner usually changes it when you make your clone.

Don't know if those are the reasons for your results, or something else.

I'm also interested in retextured walls.

#3
PJ156

PJ156
  • Members
  • 2 986 messages
Okay I will try to open one of the models in GMax.

Not sure what i am doing but what's the worst that can happen :)

Mind you this is quite a job if I ahve to open all 19 models in GMax.

PJ

#4
Tchos

Tchos
  • Members
  • 5 072 messages
Just do one to start with, and see if that was the problem. :)
Easy way to check in Gmax is to press the H key, and see what names appear in the list of objects.

#5
PJ156

PJ156
  • Members
  • 2 986 messages
Indeed and thanks for the tip :)

I used the short wall section #17 as that is the simplest of the models. First I tested it in the toolset and it showed the old texture depsite being asked to display the new. (oddly it seem to be trying to display both, which fits with your explanation I think.)

In Gmax it show as three objects, the base and C2 and C3 models. I have seen C2 and C3 refferred to in other posts so I am going to google those as I really don't have much idea what I am doing at the moment.

What I take from your earlier post is that this model is made up of three pieces which is confusing the cloner?

PJ

Modifié par PJ156, 13 octobre 2013 - 05:59 .


#6
PJ156

PJ156
  • Members
  • 2 986 messages
Hmmm,

I am going to park this for the evening. I am too far out of my depth in Gmax and I am working blind. I will stick to tinting for now and have another go at texturing when I can take a more structured run at it :)

Thanks for the help Tchos.

PJ

#7
Tchos

Tchos
  • Members
  • 5 072 messages
Can you tell me the name of the model (MDB)? I can check.

The C2 and C3 meshes do not confuse MDB Cloner. Those can be ignored. Also ignored is the walkmesh object, which ends with a W (if I recall correctly). I'll try to find an example of one of the NWN2 stock models that uses multiple pieces in the same object, so you can see what it looks like in Gmax.

#8
Tchos

Tchos
  • Members
  • 5 072 messages
Okay, I found one. Alarm Gong {1}, model name PLC_MR_ALARM01.MDB. This object uses a separate piece for the metal gong than it does for the main base. You can easily tell these multi-part objects in the NWN2 toolset by selecting them, because they have multiple bounding boxes.

Opening the object in Gmax, you can see that aside from the C2 and C3 objects, there is a main PLC_MR_ALARM01 object (the base), and also a PLC_MR_ALARM01A object (the metal gong).

Anyway, since you said the object has only 1 piece (plus the C2 and C3), then I suspect the name of the object (as it appears in the Gmax (H) list) needs to be changed.

Modifié par Tchos, 13 octobre 2013 - 07:50 .


#9
PJ156

PJ156
  • Members
  • 2 986 messages
Thank Tchos, I will look at the gong later on this evening.

I have been looking at  PLC_WC_SCwall17.mdb. If it is a simple case of renaming the base model and doing an export>save as then I have the skills for that. I looked at some tutorials on texturing on UTube this afternoon, it seemed managable but I did not find it intuitive within Gmax. It needs some practice :?

Have a look at that model if you will and see if it is a simple renaming. If it is I will give it another try. I don't want to give up but I need to keep the module moving forwards so I try to balance what I spend my PC time on.

Thanks for the assistance,

PJ

#10
Tchos

Tchos
  • Members
  • 5 072 messages
The good news is that there's nothing special about PLC_WC_SCwall17.mdb that prevents you from simply using MDB Cloner to retexture it.  The bad news is that I don't know why it's not working for you.

Here is PLC_WC_SCwall17.mdb, cloned to a new object with a new name (PLC_tch_SCwall17.mdb) and a new texture and tint map applied (shown both normal and tinted green), with the original PLC_WC_SCwall17.mdb in the background.  I didn't need to open it in Gmax.

https://dl.dropboxus...l retexture.jpg

#11
PJ156

PJ156
  • Members
  • 2 986 messages
That's good news as far as I am concerned.
Somewhere along the line I must have got a step wrong in the process.

I will give it another try from scratch.

Thanks again.

PJ

#12
PJ156

PJ156
  • Members
  • 2 986 messages
Still no joy,

Whats steps do you take when setting up the model in cloner.

I have been:

1. Import the model into cloner.
2. Rename the model.
3. Set the diffuse map the name of the new texture.
4. Set the tint map to the new name.
5. I have left the normal map the same and created a new one, neither made a difference.
6. Put the model into the 2da and the model and maps into hak or overide in the short term.

Is that the same as you are doing?

PJ

#13
Tchos

Tchos
  • Members
  • 5 072 messages
It sounds the same, though some of your wording could be interpreted different ways. I'll describe what I did for the wall in the screenshot.

1. Extracted the model from the .zip file in NWN2\\data etc.
2. Found a texture to use in the stock resources, for this test.
3. Opened the model in MDB Cloner.
4. In MDB Cloner, changed the model's name using the "MDB Name" field.
5. Changed the diffuse and normal maps to the names of the textures I picked from the stock resources.
6. Changed the tint map to "red"
7. Save Clone.
8. Outside of MDB Cloner, added the new model's name into a line in my placeables.2da in the module directory, and moved the MDB into my module directory.
9. In the toolset, placed the normal wall, then changed its appearance to the new wall.
10. Changed tint to white, since the original blueprint is tinted black.

That's about it.

#14
PJ156

PJ156
  • Members
  • 2 986 messages
The only way I have done this different is in strp 9 as, at that stage I create a new blueprint.

That should not be an issue but I will investigate none the less.

PJ

#15
Dann-J

Dann-J
  • Members
  • 3 161 messages
Adinos' model viewer can retexture a multi-part model. It has no option for changing the normal maps or tint maps though. I found it quite useful for retexturing one of the RWS tower rooms tiles for the interiors of circular wooden huts. I had to make renamed copies of the normal maps, but at least the tile reuses some of the stock wooden textures in the game, which cuts down on the size of the HAK.