[Faction Concept] IS force (daesh, TROSI etc)

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CTRifle
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CTRifle »

white tile doesnt have a _c
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Outlawz7
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Outlawz7 »

[R-DEV]CTRifle wrote:white tile doesnt have a _c
That doesn't matter, the suffixes are for the benefit of puny humans.

I think BaseDirt may not be a valid technique. Use null_de and try BaseDetailDirt
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

thanks, I set null_de and it helped, but have new problem with dirt texture

I used iraq_di
And in 3ds max it looks fine
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But after I exported, happened some shit with dirt channel, pls tell what I did wrong
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Rhino
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

LODs don't need their own col meshes. Col meshes are only part of LOD0 for each Geom (minus 1st person geoms), and unless its a destroyable static, there is only one Geom, one LOD0 and one set of cols.

I think I also mentioned this before but your textures are still seriously stretched and some of your UVs are even flat, like the roof walls on the dirt layer.
[R-DEV]Outlawz7 wrote:That doesn't matter, the suffixes are for the benefit of puny humans.
Mostly ye but in some cases, the suffixes do have an impact, but mainly on bundle meshes where you can't use _deb texture for the normal map of a bundlemesh etc.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Ok, but how to fix last problem ?( dirt channel in engine not such in 3ds max)
Rhino
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

guessing for w/e reason, its exporting with the wrong dirt map texture, as for why I can't say without more info, but I assume reassigning materials and textures would fix the problem.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

[R-DEV]Rhino wrote:guessing for w/e reason, its exporting with the wrong dirt map texture, as for why I can't say without more info, but I assume reassigning materials and textures would fix the problem.
I think I understood the reason, but still do not know how to solve it, For some reason, the UV of Dirt channel can not be read by Engine, instead of it the UV of Base channel(UV1=UV2=UV3) :confused:
And ofcourse the texture change did not help here :mad:

Also I tried to use "reset UVWs" button to make anew, but button doesnt works
Last edited by CaptMiller on 2017-05-25 13:51, edited 4 times in total.
Outlawz7
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Outlawz7 »

Which faces are these UVs and are they UVd at all or still there from when you first unwrapped?

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It looks like you didn't UV those faces as you'd want them to be rather than some texture/export issue.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

'[R-DEV wrote:Outlawz7;2165141']Which faces are these UVs and are they UVd at all or still there from when you first unwrapped?

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It looks like you didn't UV those faces as you'd want them to be rather than some texture/export issue.
these polygons from Material 2(using quad palette) I didnt touch them when do walls palette

Try to explain problem by screens

This is UV for Base channel(UV 1)
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This is UV for Dirt channel(UV 3)
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And while this is in 3dsmax, everything is fine, but when I exported it, UV channel 3 disappeared and now on his place is UV channel 1, and this is the answer why the channel 3 (dirt) does not appears correctly
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UV 3 channel(dirt) as you can see it has same UV as in UV channel 1 and why ? That is, the Meshviewer and the engine does not see other UV channels except the first - (at the first time I set null_di texture)
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And yes I have tried to fix it by "reset UVs" button but she does not works, dont know why
Last edited by CaptMiller on 2017-05-26 15:26, edited 2 times in total.
Outlawz7
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Outlawz7 »

Did you export with Auto Lightmap UV or None?

Are you using a BF2 StaticMesh material in 3ds Max?
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Yes, I used.
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Outlawz7
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Outlawz7 »

PM me the scene, don't want to keep guessing.
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Outlawz7
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Outlawz7 »

I exported the static from your scene and got the same issue. Noticed that whatever changes I made to UV, it'd export the same UVs over and over. Only fix I found is to clear all UV channels and reUV.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Ok, but how to clear all UV channels? "reset UVWs" button doesnt works
CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

I tried use UVW clear modifier it has delete only UV channel 1, pls tell me how to clear all UV
CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

hi, may someone send me some totorial about Animation's export ??
Rabbit
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rabbit »

CaptMiller wrote:hi, may someone send me some totorial about Animation's export ??
Hes interested in doing rpg 29
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AfSoccer "I just don't see the natural talent."
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

I would just like to understand how to export, to start
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Hokunin
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Hokunin »

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