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Problems importing .fbx + .xml into the game


McNools

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Hello, I'm having some problems importing some things into the game. I wanted to change the shine (specular) colour of certain things from the Griffin gear (scabbards and some armour parts) for items that doesn't have an external specular-map file. I've managed to export the models to .fbx and corresponding .xml-files and I've edited the specular-related things in the XML's.

However, when using modkitchen to import the the models into w2mesh-files and then into a mod-folder the game they end up looking like this:

 

 

http://i63.tinypic.com/2ee9zy8.jpg

In other words, the models themselves seem to work fine, but the related XML's don't seem to get imported properly. I'm rather new to Witcher-modding and just wanted to ask what the proper steps would be to get these things into the game correctly.
Curiously enough the specular colour I edited for the metal parts of the scabbards seem to work correctly (it would be golden otherwise), but the textures don't seem to get added to the sword. (the picture is a bit unclear but I tried to brighten it to make it more obvious, especially if you compare it to the unaltered silver sword)

 

If I export the w2mesh-file again I can see big differences in the .XML that comes with the file.

 

Here's the original version:

 

 

<?xml version="1.0" encoding="UTF-16"?>
<mesh>
<mesh_data autohideDistance="50.00" isTwoSided="false" useExtraStreams="false" mergeInGlobalShadowMesh="true" entityProxy="false">
<LODs>
<LOD_info distance="0.00" />
<LOD_info distance="8.00" />
</LODs>
</mesh_data>
<materials>
<material name="Material0" local="true" base="characters\models\common\materials\other\scabbard_leather.w2mi">
<param name="Normal" type="handle:ITexture" value="characters\models\geralt\scabbards\model\textures\scabbard_1\pattern_2\scabbard_1_2__n02.xbm" />
<param name="Diffuse" type="handle:ITexture" value="characters\models\geralt\scabbards\model\textures\scabbard_1\pattern_2\scabbard_1_2__d05.xbm" />
<param name="Translucency" type="Float" value="0" />
<param name="DetailPower" type="Float" value="0.9" />
<param name="SpecularColor" type="Color" value="82; 82; 82; 82" />
<param name="RSpecScale" type="Float" value="1" />
<param name="RSpecBase" type="Float" value="0" />
<param name="Roughness_min" type="Float" value="0" />
<param name="Roughness_max" type="Float" value="1" />
<param name="DetailAlbedoPower" type="Float" value="2" />
<param name="TintMask" type="handle:ITexture" value="characters\models\geralt\scabbards\model\textures\scabbard_1\pattern_2\scabbard_1_2__a01.xbm" />
<param name="DetailRange" type="Float" value="5" />
<param name="ColorShift_ BlendColors" type="Float" value="0" />
<param name="ColorShift_ KeepGray" type="Float" value="1" />
<param name="ColorShift_Enabled" type="Float" value="1" />
<param name="DetailTile1" type="Vector" value="4; 24; 1; 1" />
<param name="DetailRotation1" type="Float" value="0" />
<param name="DetailNormal1" type="handle:ITexture" value="characters\models\common\textures\detailmaps_pbr\detailmap_leather_01.xbm" />
<param name="DetailTile2" type="Vector" value="-2; -8; 2; 1" />
<param name="DetailRotation2" type="Float" value="0" />
<param name="DetailNormal2" type="handle:ITexture" value="characters\models\common\textures\detailmaps_pbr\detailmap_ropemate_01.xbm" />
<param name="AmbientPower" type="Float" value="0.5" />
</material>
<material name="Material1" local="true" base="engine\materials\graphs\pbr_std_tint_mask_2det.w2mg">
<param name="Normal" type="handle:ITexture" value="characters\models\geralt\scabbards\model\textures\scabbard_1\pattern_2\scabbard_1_2__n02.xbm" />
<param name="Diffuse" type="handle:ITexture" value="characters\models\geralt\scabbards\model\textures\scabbard_1\pattern_2\scabbard_1_2__d05.xbm" />
<param name="Translucency" type="Float" value="0" />
<param name="DetailPower" type="Float" value="0.532" />
<param name="SpecularColor" type="Color" value="131; 131; 131; 131" />
<param name="RSpecScale" type="Float" value="1" />
<param name="RSpecBase" type="Float" value="0" />
<param name="Roughness_min" type="Float" value="0" />
<param name="Roughness_max" type="Float" value="1" />
<param name="DetailAlbedoPower" type="Float" value="2" />
<param name="TintMask" type="handle:ITexture" value="characters\models\geralt\scabbards\model\textures\scabbard_1\pattern_2\scabbard_1_2__a01.xbm" />
<param name="DetailRange" type="Float" value="5" />
<param name="ColorShift_ BlendColors" type="Float" value="0" />
<param name="ColorShift_ KeepGray" type="Float" value="1" />
<param name="ColorShift_Enabled" type="Float" value="1" />
<param name="DetailTile1" type="Vector" value="-1; -5; 2; 1" />
<param name="DetailRotation1" type="Float" value="0" />
<param name="DetailNormal1" type="handle:ITexture" value="characters\models\common\textures\detailmaps_pbr\detailmap_ropemate_01.xbm" />
<param name="DetailTile2" type="Vector" value="-2.5; -10; 2; 1" />
<param name="DetailRotation2" type="Float" value="0" />
<param name="DetailNormal2" type="handle:ITexture" value="characters\models\common\textures\detailmaps_pbr\detailmap_ropemate_01.xbm" />
<param name="AmbientPower" type="Float" value="0.5" />
</material>
</materials>
</mesh>

 

 

 

 

And this is what it looks like after importing and exporting again:

 

 

 

<?xml version="1.0" encoding="UTF-16"?>
<mesh>
<mesh_data autohideDistance="75.00" isTwoSided="false" useExtraStreams="false" mergeInGlobalShadowMesh="true" entityProxy="false">
<LODs>
<LOD_info distance="0.00" />
</LODs>
</mesh_data>
<materials>
<material name="Material0" local="true" base="engine\materials\graphs\debug.w2mg">
<param name="DiffuseMap" type="handle:ITexture" value="engine\textures\editor\debug.xbm" />
<param name="DiffuseColor" type="Color" value="255; 255; 255; 255" />
</material>
</materials>
</mesh>

 

 

 

 

As you can see there's a WHOLE LOT of information about missing.

 

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I've tried a few things and the problems seems to be with modkitchen, if I pack the file into w2meshes with "MKG Mod Kit Gui" and then just use modkitchen to pack it into a mod-folder it seems to work fine. For some reason the scabbard-textures aren't being replaced though, everytime I try to pack the fbx-files into w2meshes the corresponding textures that appear in a sub-folder are the vanilla ones, hm.

Edited by McNools
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  • 4 weeks later...

I've tried a few things and the problems seems to be with modkitchen, if I pack the file into w2meshes with "MKG Mod Kit Gui" and then just use modkitchen to pack it into a mod-folder it seems to work fine. For some reason the scabbard-textures aren't being replaced though, everytime I try to pack the fbx-files into w2meshes the corresponding textures that appear in a sub-folder are the vanilla ones, hm.

Have you tried extracting the game files associated with what your changing. Then repacking and replace the games files with edited ones. I have done this with several texture type edits. With no game issues loading new files. This also bypasses any conflict or issue between the 2 files when loading. Think it has to do with loading # priority. The game loads according to file priority #. So priority 9999 would load first and #'s would descend down from there. Each overwriting any previous one if same file changes. So if you change game files instead of adding mod then game files would load first and not be overwritten. Maybe this is the cause of issue you are having. Anyway, give it a try, if you haven't already. Hope it works for you.

Hope this helps

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