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custom armor


amycus

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Alright! Thanks once again then :happy:

I think I have managed to fix the weight paint now (the boots also needed to be fixed apparently), it looks fine at least when I import a running and falling animation:

http://www.mediafire...adwg978fozbq63z

 

Havn't changed the textures, but included them again so you can find everything at one place.

 

I'm off to make some icons now for the armor :biggrin: (I know how to implemet that myself later at least :sweat: )

 

EDIT: I just started max again when esheme's tools suddenly acted as if I had just reinstalled it (even though I hadn't, this time at least), and I thought that it woulodn't hurt to try the export, even though I wasn't expecting anything... but what do you know, NOW the weight paint was the same as before when I imported the same model as soon as I had exported it. The weight paint SHOULD then still be on my new mmh file, so I will try adding it all to the game again. Might take some time to test it though, so I thought I would just ask you to wait doing anything until I have checked it out (so that you don't have to do the work unneccesarily again...). Will update again soon with news

 

False alarm, same problem as always... should have known it was too good to be true... :wallbash:

 

Got them downloaded. I'll start on it later on today.

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Okay, that's weird (don't think I have changed anything from last time). I can export it as obj or fbx, but doesn't that ruin preyy much everything in the scene except the mesh and skin modifier? Can of course try again, and I will. However since I managed to at last export the mmh files today with the weight paint intact I might as well upload those first:

http://www.mediafire.com/?xaocjygwlr22man (didn't include the helmet here since that one should be unchanged from last time)

 

I still couldn't get the armor to move in game though, but that must be because of another mistake on my part, since It looks the same when I import it again as it did when I exported it now.

 

Just in case, I will try and export some versions of fbx and obj formats, if the above doesn't work. Will put a link here soon.

Here, fbx format http://www.mediafire.com/?m3n02emdb628i01 (still think that the above should give you less hassle though)

Edited by amycus
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Okay, that's weird (don't think I have changed anything from last time). I can export it as obj or fbx, but doesn't that ruin preyy much everything in the scene except the mesh and skin modifier? Can of course try again, and I will. However since I managed to at last export the mmh files today with the weight paint intact I might as well upload those first:

http://www.mediafire...xaocjygwlr22man (didn't include the helmet here since that one should be unchanged from last time)

 

I still couldn't get the armor to move in game though, but that must be because of another mistake on my part, since It looks the same when I import it again as it did when I exported it now.

 

Just in case, I will try and export some versions of fbx and obj formats, if the above doesn't work. Will put a link here soon.

Here, fbx format http://www.mediafire...m3n02emdb628i01 (still think that the above should give you less hassle though)

 

From what I can tell, the mmh, msh, etc. files are all fine. Is the model pale white and stuck in the arms-out pose, because I think I may have figured out the problem by going through the included MAO files. You didn't change the Material or Semantic when you created it. It was left as Weapon.mat and Default. You might want to fix it in notepad or change it and re-export it from max.

 

Pic attached for reference.

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Okay, that's weird (don't think I have changed anything from last time). I can export it as obj or fbx, but doesn't that ruin preyy much everything in the scene except the mesh and skin modifier? Can of course try again, and I will. However since I managed to at last export the mmh files today with the weight paint intact I might as well upload those first:

http://www.mediafire...xaocjygwlr22man (didn't include the helmet here since that one should be unchanged from last time)

 

I still couldn't get the armor to move in game though, but that must be because of another mistake on my part, since It looks the same when I import it again as it did when I exported it now.

 

Just in case, I will try and export some versions of fbx and obj formats, if the above doesn't work. Will put a link here soon.

Here, fbx format http://www.mediafire...m3n02emdb628i01 (still think that the above should give you less hassle though)

 

From what I can tell, the mmh, msh, etc. files are all fine. Is the model pale white and stuck in the arms-out pose, because I think I may have figured out the problem by going through the included MAO files. You didn't change the Material or Semantic when you created it. It was left as Weapon.mat and Default. You might want to fix it in notepad or change it and re-export it from max.

 

Pic attached for reference.

 

Wait.. you mean THAT was the problem? That explains a lot then... started to use "weapon" as choice in the texture menu half-way, so it can't have been the only problem, but it DID look EXACTLY the way it did on your "original" pic when i tried it the last times (after eshme's tools seemed at least to reinstall itself on its own and work properly again).

 

Will try and fix it right a way. Will post the news on whether I might be able to do it on my own now or not.

 

EDIT: ... IT WORKED IT FRIGGIN WORKED!! Well kinda... the armor moves like it should FINALLY, but the textures still "glow" as in your above "original" pic.

 

This time I used material type: character, render semantics: [additive tint] [no alpha] [no emissive]. Will try some other "render semantics" and see if that resolves the issue.

 

Thanks once again, and don't worry: You will get your spot in the credits with shiny letters and sparkles :teehee:

 

2nd EDIT: Got the textures working now too. Just changed the render semantics to some "armor" noted ones. Will continue on the other parts now :biggrin:

 

3'rd edit: JUst thought I should add... THANK YOU RAINSHOCK! Thanks for putting up with all my problems, otherwise I would have given up long ago

Edited by amycus
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Just uploaded the first version here: http://www.dragonage...ile.php?id=2706

And no, I didn't forget to add your name in big shiny letters :teehee:

 

Hahaha, you weren't kidding about the giant shiny thank you :biggrin:. Well, Thank you for the "Thank You". Glad you got everything figured out and hopefully I get to see more mods coming from you in the future. :)

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well, since you offered to help once more if you could.., :whistling: I have run into a texture problem. I did search around on the words "armor + texture" in this troubleshooting forum, but found no one else with this problem.

 

Every time I have done textures the parts of the armour seems to get different shades. I didn't think of it much before, but now when I did a simple, grey texture it became quite troublesome. All the "hard" unbendable steel parts are supposed to have similar texture, and the shades of grey varies depending on the camera direction and light. How does one get a more "unified" colour?

 

 

The greaves are a good example on the problem:

http://i1178.photobucket.com/albums/x367/amycus_89/textureissue.jpg?t=1303348321

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well, since you offered to help once more if you could.., :whistling: I have run into a texture problem. I did search around on the words "armor + texture" in this troubleshooting forum, but found no one else with this problem.

 

Every time I have done textures the parts of the armour seems to get different shades. I didn't think of it much before, but now when I did a simple, grey texture it became quite troublesome. All the "hard" unbendable steel parts are supposed to have similar texture, and the shades of grey varies depending on the camera direction and light. How does one get a more "unified" colour?

 

 

The greaves are a good example on the problem:

 

 

Hmmm. Check your normals and you normal map. Also do you think I could see your mao file.

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