Modifié par catspajamas19, 21 janvier 2010 - 02:22 .
Armor textures to added on armors
Débuté par
catspajamas19
, janv. 21 2010 02:10
#1
Posté 21 janvier 2010 - 02:10
I have customized some armors by adding pieces to them. Like a cloak and other different pieces I modeled in Maya. I get the model to show up in the toolset fully textured while making my module. The problem is when I open the game and equip the armor my character becomes invisible where the armor should be. I edited the textures(high&medium) and have them in my DAO/core/packages/override file with the rest of my files. I have even placed them in my Bioware/Add-ins/(module)/core/textures and its still invisible.I don't have any trouble with weapons.
#2
Posté 21 janvier 2010 - 02:41
catspajamas19 wrote...
.I don't have any trouble with weapons.
Well, there is a fundamental difference between armours and creatures on one hand, and weapons, rooms, and (most) placeables/props on the other - namely the presence of the skeleton.
How are you exporting the model from Maya?
#3
Posté 21 janvier 2010 - 02:51
export to an fbx file then run it through the GUI tools to get my xmls etc. then copy over to my DAO/core/packages/override It shows up in the new>material>insert model. Then i edit a variation of the armor.Restart the tools and create a new module. It shows up in the viewer where I set all the properties. I set up the module and it shows up in my inventory list but as soon as its equipped it turns invisible.
#4
Posté 31 janvier 2010 - 01:22
I had a similar problem with weapons recently. As it turns out, some M2DAs can't support non-sequential IDs. The toolset won't have a problem with these items, but the game won't be able to show their appropriate model. They're simply invisible.
This might not be your problem, but its worth keeping in mind.
This might not be your problem, but its worth keeping in mind.
#5
Posté 31 janvier 2010 - 06:44
The skeleton is not showing up from the model. Does anyone know if it has something to do from going form mmh to obj. I know in max the mmh to fbx works but I am more comfortable with Maya
#6
Posté 31 janvier 2010 - 06:51
OBJ's don't support skeletons, iirc. You'll have to go through FBX if you want to keep any skeleton and/or skinning information.
I honestly don't know if there's a working Maya>FBX>game exporter, though it would be nice as I'm also much more comfortable with Maya. Currently I'm doing the lion's share of the work in Maya and then exporting everything to Max last minute so I can use the Max exporters. This does require some work in Max though to set things up again.
I honestly don't know if there's a working Maya>FBX>game exporter, though it would be nice as I'm also much more comfortable with Maya. Currently I'm doing the lion's share of the work in Maya and then exporting everything to Max last minute so I can use the Max exporters. This does require some work in Max though to set things up again.
#7
Posté 31 janvier 2010 - 09:49
I get the skeleton in maya with the fbx but it is a giant mess. I am trying to learn max but I have used Maya for the last several years and just find it more to my liking.
#8
Posté 01 février 2010 - 03:54
Is the alpha channel of your diffuse map texture all white (255, 255, 255)?
#9
Posté 01 février 2010 - 04:34
No I get all the way thru to the toolset and it shows up in the viewer window Once I start the game and equip it becomes in visible
#10
Posté 01 février 2010 - 06:24
Try to paint alpha channel all white.
#11
Posté 03 février 2010 - 02:47
If you're making a completely new item for this model, check to make sure your item variation 2DA is using sequential IDs... There seems to be a bug with M2DA functionality on this particular 2DA, so that any IDs which aren't sequential get ignored by the game only (the toolset is fine) and thus the model and all its corresponding textures aren't found by the game.
Invisible weapons for everyone! >.<
Invisible weapons for everyone! >.<





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