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New weapon difficulties... [message #56955] Sat, 24 April 2010 12:59 Go to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
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.
Re: New weapon difficulties... [message #56956 is a reply to message #56955] Sat, 24 April 2010 13:09 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Registered: October 2007

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You're probably not loading the mesh over all the LODs.
Do each LOD the same way that you do the first, clicking apply changes once you're done setting the textures for each submesh, and once you're done with the last submesh, click Apply Changes (near the top) and go to the next LOD to do it all again. Except for the last LOD, that one is blank and should remain so.
Re: New weapon difficulties... [message #56957 is a reply to message #56956] Sat, 24 April 2010 14:09 Go to previous messageGo to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
ok, I'm good now. But, when the weapon in on the ground the texture looks fine, but when I wield it or look in my inventory is darker. any way to fix that?
Re: New weapon difficulties... [message #56958 is a reply to message #56957] Sat, 24 April 2010 14:11 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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grayfox2721 wrote on Sat, 24 April 2010 16:09

ok, I'm good now. But, when the weapon in on the ground the texture looks fine, but when I wield it or look in my inventory is darker. any way to fix that?
Not that I know of, I've never heard of that happening. Make sure that there's actually a difference, I guess.
Re: New weapon difficulties... [message #56959 is a reply to message #56958] Sat, 24 April 2010 14:31 Go to previous messageGo to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
Well, here's a pic of what I'm talking about.

  • Attachment: picdd.jpg
    (Size: 372.30KB, Downloaded 492 times)
Re: New weapon difficulties... [message #56960 is a reply to message #56959] Sat, 24 April 2010 14:49 Go to previous messageGo to next message
jwc2200 is currently offline  jwc2200
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Location: Texas

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You need to try applying the texture again. I have had that problem before and that is how I fixed it. It is the same as getting the colorful pixel look. I cropped your pic and changed it to a bmp, and it worked for me:
index.php?t=getfile&id=8626&private=0
The red parts are from the word 'texture' in the pic you posted.


[Updated on: Sat, 24 April 2010 14:49]

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Re: New weapon difficulties... [message #56962 is a reply to message #56955] Sat, 24 April 2010 16:33 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Registered: October 2007

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Hmm, you made it sound as if you were doing mesh edits. Since you're just doing texture edits, you could have simply... changed the texture... and never have to touch the meshes.
Re: New weapon difficulties... [message #56969 is a reply to message #56962] Sun, 25 April 2010 20:55 Go to previous messageGo to next message
charrzarr is currently offline  charrzarr
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Registered: June 2009
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its still a pretty good texture for sum1 seemingly new to modding fable...and looks kinda cool with the 'Texture' pieces of red in it...lol

If all else fails, slap 'em with a fish.
Re: New weapon difficulties... [message #56970 is a reply to message #56955] Sun, 25 April 2010 21:15 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

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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.
Re: New weapon difficulties... [message #56980 is a reply to message #56970] Tue, 27 April 2010 16:30 Go to previous messageGo to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
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.
Re: New weapon difficulties... [message #56981 is a reply to message #56980] Tue, 27 April 2010 17:14 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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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.
Re: New weapon difficulties... [message #56989 is a reply to message #56981] Tue, 27 April 2010 18:42 Go to previous messageGo to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
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.
Re: New weapon difficulties... [message #56992 is a reply to message #56989] Tue, 27 April 2010 20:06 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

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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".
Re: New weapon difficulties... [message #57012 is a reply to message #56992] Wed, 28 April 2010 18:50 Go to previous messageGo to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
When I try to import the mesh into FE is says the model needs to be referenced to another object.

"Object reference not set to an instance of an object"
Re: New weapon difficulties... [message #57013 is a reply to message #57012] Wed, 28 April 2010 18:54 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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grayfox2721 wrote on Wed, 28 April 2010 20:50

When I try to import the mesh into FE is says the model needs to be referenced to another object.

"Object reference not set to an instance of an object"
That means that there is something wrong with your mesh.
Make sure that the hierarchy is correct and that you're importing it over the right type of mesh entry (static meshes go over static, animated meshes go over animated).
Re: New weapon difficulties... [message #57014 is a reply to message #57013] Wed, 28 April 2010 19:27 Go to previous messageGo to next message
grayfox2721 is currently offline  grayfox2721
Messages: 7
Registered: April 2010
How does my hierarchy have to be set up?

[Updated on: Wed, 28 April 2010 19:27]

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Re: New weapon difficulties... [message #57015 is a reply to message #57014] Wed, 28 April 2010 20:23 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

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grayfox2721 wrote on Wed, 28 April 2010 21:27

How does my hierarchy have to be set up?
Export an existing corresponding mesh (e.g., if you're making a bow, export a bow mesh). Import it into 3DS. Look at its hierarchy. That is what your hierarchy needs to look like.
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