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Problems Adding a Model to the Toolset


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25 réponses à ce sujet

#1
Gammastar

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Ok, so here's what I've done so far.

Created a model in blender
Exported it as an OBJ file
Put it through Tazpn's tool
Processed resulting mmh.xml and msh.xml files into mmh, phy, and msh files
Placed those files into the override folder
Edited the longsword_variations GDA

Here are my results:

I can select my longsword variation in the toolset, but nothing is there, presumably because something went wrong between model exportation and placing the files in the override folder. In the tutorial on the wiki, it says I should also have an MAO file and a DDS file, but I have neither of those. (Technically I have an MAO that I got from attempting to process an FBX file, but that didn't work. When I tried the FBX, I got an error when it tried to split one of the meshes. I received an MMH and an MSH and an MAO. See problem below for details.)

EDIT: upon using an MMH viewer to see my MMH file, there was no model present, which does not surprise me. So it seems there is at least one problem in the process of creating the XML files from the OBJ / FBX.

So, does anybody have any insight on what's going wrong and how to correct it?

Modifié par Gammastar, 31 janvier 2010 - 09:54 .


#2
Adinos

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Are you using existing textures or brand new ones?



What does the MAO file look like? Are all the DDS files it lists present?



What does DATool say about the model (model info: Number of vertices and so on) ?




#3
Nattfodd

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In these cases the reason could be hard to find.

First of all what do you mean with "I can select my longsword variation in the toolset, but nothing is there"? After you select your custom item you can't see the preview inside the toolset?

I think that .obj format is not the best format to use. FBX should work better.

#4
Eshme

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Assume you did this the first time. You should look if the export went right. Its a little cumbersome to get right



The MMH XML contains all the links to the MAO and MSH file. So i would open it up, and check if



ModelDataName="yourname.msh" is correct

MaterialObject="Materialfilename" is pointing to a MAO file. Dont enter a MAO extension tho. You can copy a mao file and adjust it to your needs u know, its a text file with texture list. This is needed for your textures to show up since you have none i assume you need one. You can enter a existing material for tests first.



Then you can check the MSH XML if it has a reasonable size, ie any data is exported at all. Well i have no clue about the exporter but can check.




#5
Gammastar

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As far as what Eshme has said, everything seems to line up...

@Adinos: I am using a new texture, and there were no .dds files made, although one is referenced in the .mao.
EDIT: I tried saving the image I used to texture the model in blender as a dds with photoshop, but everything still doesn't work.

@Nattfodd: I mean that when I click on the Item Variation dropdown, mine is listed (meaning I edited the gda properly), but no visible file is loaded. Probably because I do not have a dds.

Modifié par Gammastar, 01 février 2010 - 09:28 .


#6
Eshme

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If you want to exclude errors with the material, enter a existing one like. umm let me shceck



pf_cth_nblc



Randomly taken . Just so you can continue..

#7
Gammastar

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Yeah, I mean it works fine there. There's just something missing and I'm not sure what.

I'm not entirely sure, but I think there might be a problem with exporting the model. I have no idea what, but as far as I can tell, everything else works as it should, except when I import the model into a materials project in the toolset (haven't been doing that, but still no luck), there's no model to be seen. Well actually, it does show what appears to be a bounding box, but nothing visible inside. It could be that there's still no texture to show on it (though that doesn't make sense because I've cross-checked everything and everything is referenced and named properly).

Modifié par Gammastar, 02 février 2010 - 03:45 .


#8
Nattfodd

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If you created your texture from scratch, maybe the problem could be the alpha channel of your diffuse map texture. Try to color the alpha channel all white (255, 255, 255).

#9
Gammastar

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I believe it already is all white.

#10
Adinos

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Try the following:



Manually edit the MAO file to reference some existing DA texture - if the model shows up, (although it will look all wrong), you know your texture is the problem.



What happens when you open the model in DATool - in particular, as I asked before...what does it say in "Model Info" ?

#11
belevezero

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I'm having the same problem as Gammastar!

I modeled a greatsword in 3DS, used DAO Tool export to create the MMH and MSH xmls. Renamed my MAO, then edited the MMH to reflect that change. Used Tazpn to create the MMH, MSH, and PHY file. Put all of them with the .DDS (dxt1, no alpha - no normal maps or spec maps to keep it simple for my first try), and moved them to the override. I referenced the file in my extracted GDA fitting, and saved that to the override folder also.

I can get so far as to view the sword in the toolset new > material > insert model > gsw_gs08_a (my file - I used 08 cuz the originals are from 01-07) > and there it is!

But when I try to apply it as a variation to an actual greatsword in the toolset, nothing shows up.
I've then tried the same process but using an FBX export from the begining, but nothing. I hope to solve this soon...

Modifié par belevezero, 03 février 2010 - 08:31 .


#12
hunharibo

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what ID did you use for your new sword in your variation GDA?

#13
belevezero

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8.

I simply followed the system already in place. The last item in the greatsword_variation.gda is ID = 7, file-name = gsw_gs07_a.

So I just continued from there with ID = 8, file-name = gsw_gs08_a.

My GDA exported file is greatsword_variation_2.gda btw

#14
Eshme

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Naming conventions apply!! Yours is wrong.



Filename must be w_gsw_gs08a_0.mmh in your case.

#15
belevezero

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Thanks Eshme, I'll try that out!

Just one question.
The GDA columns have 3 strings. The original GDA columns had these names in each string:  gsw_gs07_a.
Am I to assume that I leave out the (w) and the beginning and the (0) at the end?  Still using:  gsw_gs08_a  in my strings in my GDA variation file?

Thanks again

Modifié par belevezero, 03 février 2010 - 10:28 .


#16
Eshme

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Yea you only need "gsw" "gs08" and "a" , (rather put them seperate this is confusing )



Only change your filename for mmh

#17
Gammastar

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I tried a different texture and it still didn't work. Same result as always. I also tried renaming the dds file to match the naming scheme of the toolset, and still no luck... I'm not sure how there could be a problem exporting the model from blender as I'm not getting any errors, but perhaps some of the settings I'm using are incorrect.

#18
Eshme

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Perhaps you provide the same level of information as "belevezero" did. U notice you are poking in the dark

#19
Gammastar

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Well I don't know what else I can say... nothing I try does anything at all.

The only other thing I can think to include is that the texture file is very very big. It's like... 1500 pixels wide and over 3000 pixels tall. (But even when I shrank it to be much smaller nothing really changed.) Perhaps it could be that I need to make it smaller inside blender, but I'm not sure how well that will work, considering I modeled the whole thing after it at that size. I'll give that a try...

Modifié par Gammastar, 04 février 2010 - 02:58 .


#20
Eshme

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lol :P dont wanna give a picture of your settings or 2da or somthing? We're all really bad at guessing any more

#21
Gammastar

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I know my 2DA configuration is correct, and by settings I meant my blender export settings, which I don't think would be wrong (and if they were, someone should really include in a tutorial how to properly export an fbx from blender). I think I'll just package up the blender file and the texture jpeg and anybody who wants to take a shot at figuring out can go for it.



http://www.mediafire.com/?oodnytmxmyg

#22
belevezero

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Success!!
Thanks to Eshme, bless his heart :P
I got my sword to show up in the toolset finally, and it also shows up in the game, in the proper orientation, however it is HUGE!!! lol
If anyone has tips on how to determine what size to scale my models in 3DS MAX, it would be welcome, though I can do trial and error since I'm not too far off.
Thanks again for your prompt replies!

Modifié par belevezero, 04 février 2010 - 08:06 .


#23
Nattfodd

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Bevelzero share with us your creation ;) show it to the world...

For the dimensions and position, try importing an existent sword (browse the models with DATool) in max and use it as reference.

#24
Eshme

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Scale is 1 unit = 1 meter (in system unit). Well very small this is, very

#25
Gammastar

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Okay, well, it seems all my problems are solved when I export as a DAE instead of FBX. All praise the DAE!

Modifié par Gammastar, 06 février 2010 - 05:02 .