New weapon difficulties... [message #56955] |
Sat, 24 April 2010 12:59 |
grayfox2721
Messages: 7 Registered: April 2010
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I've got everything done for a new weapon, everything is linked, except I have no idea how to get a new model into the game. I do a new mesh definition, and inject a new texture, but the texture wont stay on the object. After I hit apply it just resets to nothing. Also, once I've got that figured out, how do I link the new model and texture back to the object? If you don't understand here's and example. I've done everything for a bow but it still looks like the master longbow. how do i change that and link the changed mesh and texture to the object? sorry for the long post btw. thanks to those who help.
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Re: New weapon difficulties... [message #56970 is a reply to message #56955] |
Sun, 25 April 2010 21:15 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Mmm, had to mull this one out a bit. When you get the pixelated crosspatch of colorful uselessness, it's because the image offset gets fubar'd, comes out like this. But I do remember instances of people adjusting contrast, saturation, luminosity, hue, brightness, various settings in various image editors to get an imagine that had some resemblance to the original, and so I'm guessing that corruption can also take place in these values resulting in this being used in-game.
My experience with this sort of problem is low, but if I remember right, sometimes the texture will look completely fine in FE despite being broken in-game. This would be a symptom of a form of corruption, something somewhere in the entry data is off and FE doesn't pick it up. So, as jwc2200 said, load the texture again. If that fails, you can copy the subheader data and entry data from another entry, import it over the broken one, and then try importing the texture once more.
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Re: New weapon difficulties... [message #56980 is a reply to message #56970] |
Tue, 27 April 2010 16:30 |
grayfox2721
Messages: 7 Registered: April 2010
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I've been modding meshes, that's probably why is came out almost black in game. But all I did was export the yew bow .x, I didn't even tough it in 3ds max. So I have no idea how that happened. as to the reply about the tex I usually so weapon mods for Halo pc, so I do have a bit of weapon/metal texturing.
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Re: New weapon difficulties... [message #56981 is a reply to message #56980] |
Tue, 27 April 2010 17:14 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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grayfox2721 wrote on Tue, 27 April 2010 18:30 | I've been modding meshes, that's probably why is came out almost black in game. But all I did was export the yew bow .x, I didn't even tough it in 3ds max. So I have no idea how that happened. as to the reply about the tex I usually so weapon mods for Halo pc, so I do have a bit of weapon/metal texturing.
| If you wanted to duplicate the mesh entry, the way to do that is simple - don't export anything. Open FE, find the mesh you want to duplicate, rename it, pack it in an FMP (File|Create Mod Package), drag the renamed entry into the FMP window, save it, close FE, open FE again, load the FMP you just made. At the very bottom of the graphics.big is a brand new mesh entry.
We don't deal in the raw format of the meshes, our tools convert them to DirectX which comes closest but still doesn't include everything that's in there, which is why we can only load over existing meshes (or load over duplicates of existing meshes). On exporting, the mesh already loses quality, even if you do nothing with it.
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Re: New weapon difficulties... [message #56989 is a reply to message #56981] |
Tue, 27 April 2010 18:42 |
grayfox2721
Messages: 7 Registered: April 2010
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Ah, ok, thanks man. So, another qeustion, probably already answered, but I'll ask anyways. What do I need to reference my object to in 3ds max when exporting? I have my object modeled, textured, and boned already.
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Re: New weapon difficulties... [message #56992 is a reply to message #56989] |
Tue, 27 April 2010 20:06 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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grayfox2721 wrote on Tue, 27 April 2010 20:42 | Ah, ok, thanks man. So, another qeustion, probably already answered, but I'll ask anyways. What do I need to reference my object to in 3ds max when exporting? I have my object modeled, textured, and boned already.
| Could you explain that better, I don't quite understand what you mean by "reference".
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