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tinting mesh sub-objects


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#1
sapphim

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I've been using eshme's import/export with 3ds max 2013 to port Inquisition models to Origins and I've run into a bit of a problem.

 

When the model is exported as multiple objects, the game only applies tinting to the first object listed in the MMH. So if the skin is a separate object from the armor (as is the case with most models in Inquisition, as there is a separate nude texture for all visible skin in the game) then either the skintone applies correctly but the armor is not tintable, or the armor is tintable but the skin is not, depending on which object takes priority.

 

(Considering the diffuse, specular, and normal all appear to apply correctly on all objects I suspect this is not a problem with the map somehow not being applied, but with the way the game engine applies the tinting itself...)

 

Is there a known workaround for this, or am I right in assuming that this is likely unfixable and I'm going to have to redo the UV wrap and combine the textures if I want any of these ported armors to be tintable?


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#2
DarthParametric

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It's pretty broken. I spent many an hour banging my head against it, trying to get it to work consistently across different model types. It generally requires a strict mesh naming convention to work, and for certain types of model it seemingly won't work regardless. As an example, for chest/torso armour you want to use the epithets _ArmorM1, _ArmorM2, _ArmorM3, etc. for the individual mesh names. Use the vanilla models as a guide.


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#3
sapphim

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Well, that's better news than I was expecting! (And while I've got you here thank you for every post you've made in this forum. Those old threads are the only reason I've gotten anywhere with this at all.)

 

I've copied the vanilla naming convention as closely as possible and it's still not applying the tinting correctly. Have I missed something obvious, or are robes one of those problem models you mentioned?

 

 

rAcmKk7.png


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#4
DarthParametric

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Something odd going on there with the MMH_NAME field for the second mesh by the looks. Can you upload the MMH (or the XMLs from %TEMP%\DAOTools)?


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#5
sapphim

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There is? Beats me. Here's the MMH. Thanks for taking a look.

 

https://www.dropbox....alpa_0.mmh?dl=0


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#6
DarthParametric

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Ah my mistake, I was just looking at the wrong line. I usually use Bioware's GFF editor rather than pyGFF.

 

So the MMH seems fine. I guess the only option I can think of is to try switching from _RobeMx to _ClothesMx or _ArmorMx and see if that has any success. Unfortunately I don't think I have any record of my multi-mesh experiments back in the day, so I can't provide much in the way of further info. I know ultimately I abandoned it, so if all else fails you may be forced to do likewise and just merge everything into a single mesh.


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#7
sapphim

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I've run through a few naming variations as you suggested and I'm still not having any luck. I don't have many other models I can easily test right now so it's possible there's something weird with this mesh.

 

I'll keep at it while I'm porting and if I manage to figure anything out I'll post it here. Thank you for giving me somewhere to start!


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