Preamble: Hi, it's nice to be here, but I have no idea if anyone has asked the same question, so I'll go ahead and ask it...
I have a tad of a problem, you might say. I imported several ships from another game, by using 3ds max 2010, stuck the skins on, and exported to xsi. Works fine, with one problem. The dadgum skins won't stick, and I'm relatively new to this kind of stuff, so I'd like to know what I am doing wrong. this is what I do, in order:
open 3ds max 2010
import file (.vdf)
clean up excess parts(unwanted)
create EYEPOINT and HP_COM_01
open material editor
in "DirectX manager"(at bottom), beside "[] Enable plugin material"(which is checked) I select from the list of none, lightmap, and metal bump9, the metal bump9 option
in "DirectX Shader - Metal Bump9", choose "Texture 1" from the sub-box "Ambient & Diffuse", and pick my texture(in this case, avapc.tga, 16bit, and it is in the addon folder)
save as .max file
export to BzII compatible .xsi
copy xsi to addon
create this file:
[GameObjectClass]
baseName = "avapc"
geometryName = "avapc.xsi"
classLabel = "apc"
collisionRadius = 7.0
scrapValue = 20
scrapCost = 50
customCost = 80
buildTime = 20.0
customTime = 20.0
maxHealth = 3000
maxAmmo = 0
unitName = "TestAPC"
aiName = "APCProcess"
heatSignature = 10.0
imageSignature = 0.5
radarSignature = 0.0
isAssault = 1
hasPilot = 1
canSnipe = 1
armorClass = L
requireCount = 2
requireName1 = "ibfact"
requireText1 = "Build Factory"
requireName2 = "ibtrain"
requireText2 = "Build Training"
boxCollide = 1
[CraftClass]
rangeScan = 200.0
periodScan = 0.0
velocJam = 0.0
braccelFactor = 0.05f;
strafeFactor = 0.1f;
steerFactor = 1.0f;
omegaFactor = 0.2f;
velFactor = 0.2f;
avoidSpeed = 20;
topSpeed = 30;
selectWaitMsg = "avapcva.wav"
selectDropoffMsg = "avapcvf.wav"
selectPickupMsg = "avapcvg.wav"
selectOtherMsg = "avapcvj.wav"
goMsg = "avapcv0.wav"
attackMsg = "avapcv9.wav"
followMsg = "avapcvh.wav"
followMeMsg = "avapcv3.wav"
repairMsg = "avapcv4.wav"
recycleMsg = "avapcv6.wav"
rescueMsg = "avapcv5.wav"
otherMsg = "avapcvh.wav"
deployedMsg = "avapcv2.wav"
diedMsg = "abetty3.wav"
[HoverCraftClass]
setAltitude = 1.5
accelDragStop = 4.0
accelDragFull = 1.0
alphaTrack = 10.0
alphaDamp = 3.0
pitchPitch = 0.5
pitchThrust = 0.1
rollStrafe = 0.1
rollSteer = 0.1
velocForward = 15.0
velocReverse = 15.0
velocStrafe = 15.0
accelThrust = 50.0
accelBrake = 50.0
omegaSpin = 2.0
omegaTurn = 1.0
alphaSteer = 5.0
accelJump = 150.0
soundThrust = "iapc02.wav"
soundSteer = "avapce5.wav"
soundDeploy = "iapc04.wav"
soundUndeploy = "avapc30.wav"
[APCClass]
soldierType = "issold"
soldierCount = 5
soldierDelay = 1.0
timeDeploy = 2.0
flightAltitude = 5.0
open BzII, open random IA misn, hit ctrl-e(accept lic. agr.)
hit object tab
type avapc into Config box
click to place vehicle
VEHICLE IS PINK!!!! AAAAAAAAGGGGGHHHHH!!!
looks very non-combative, will probably not strike fear in the hearts of those who see it
Would anyone mind telling me what I'm doing wrong please? BTW, vehicle functions properly, despite pink color
Check the texture is referenced in the XSI file through notepad.
Aah! blue text on blue background! :lol:
Anyone who uses 3DS Max, would you please direct your attention to this topic. I am unable to explain this well enough.
Some sections of this tutorial should explain how to do it properly:
http://www.bz2md.com/fishdotxsi/model.htm
you must make sure the pixel size of the texture is combatable with bz2.
(1x1/2x2/4x4/8x8/16x16/32x32/64x64/128x128/256x256/512x512 etc etc etc......)
The only material types that will work in BZ2 via the 3DS Max exporter are diffuse maps. If you want other maps included, you'll have to bake them to a single texture and apply that to the diffuse map slot.
My first though is to get the PIC plugin for photshop and convert WHATEVER texture you are using to that format. Do note that MAX cannot use the PIC file, but it is the absolute BEST for BZ2 (aside from BZ2DXT which you will later convert the PIC too) if you get the PIC plugin for Photoshop/PaintshopPro from BZScrap.
I personally edit the XSI I export from max from .png or .bmp or .psd or .jpg or whatever I used when working on the model in max to .pic so that my 3D viewers that can handle PICs associate the correct texture file and I can see any slight issues that might arise.
What is the game of origin for the sake of my curiosity, and what is their view on your use of their model in another game? (Such a peon small following of a game that this is, they still care sometimes when assets come over here, so just a word of caution.)
EDIT: Ahh, VDF, BZ1. I stopped converting BZ1 models shortly after I started so I didn't remember.
Edited your post a little to make it easier on the eyes... i generally couldn't read it.
plus the nsdf apc is already in BZ2 :evil:
Quote from: TheJamsh on September 26, 2009, 09:52:57 AM
Edited your post a little to make it easier on the eyes... i generally couldn't read it.
OK, that was for his, but what the hell did you edit mine for? And what the hell did you change?
I keep editing peoples posts by accident because "Modify" is right where "Quote" used to be. Globmod powers take some getting used to. Maybe he did the same?
just a mispelling lol (grammar nazi)
His problem is thus:
Quote from: Josiah on September 25, 2009, 09:51:18 PM
open material editor
in "DirectX manager"(at bottom), beside "[] Enable plugin material"(which is checked) I select from the list of none, lightmap, and metal bump9, the metal bump9 option
in "DirectX Shader - Metal Bump9", choose "Texture 1" from the sub-box "Ambient & Diffuse", and pick my texture(in this case, avapc.tga, 16bit, and it is in the addon folder)
The solution is thus:
Quote from: VSMIT on September 26, 2009, 12:35:27 AM
The only material types that will work in BZ2 via the 3DS Max exporter are diffuse maps. If you want other maps included, you'll have to bake them to a single texture and apply that to the diffuse map slot.
Are we done here?
Quote from: VSMIT
Are we done here?
yup, thanks guys!