[QUOTE=chaoselite;16717732]Your from the lift mod team aren't you?[/QUOTE]
Whats lift mod?
[url]http://www.mediafire.com/?sharekey=9b5aef60d8294574d6baebe61b361f7ce04e75f6e8ebb871[/url]
koffing and plank.
hopefully that works, if not, lemme know. i included .objs and .mtls as well as their textures in png format. oh right i made the koffing face 3d and its terrible but i dont care to fix it sorry
[IMG]http://i51.photobucket.com/albums/f400/DougBailey/koffing3dface.jpg[/IMG]
[QUOTE=CadetBailey;16720115][url]http://www.mediafire.com/?sharekey=9b5aef60d8294574d6baebe61b361f7ce04e75f6e8ebb871[/url]
koffing and plank.
hopefully that works, if not, lemme know. i included .objs and .mtls as well as their textures in png format. oh right i made the koffing face 3d and its terrible but i dont care to fix it sorry
*Koffing Pic* [/QUOTE]
Will be fine thanks for putting them up I will have them done momentarily.
k thanks brah
[QUOTE=chaoselite;16717732]Your from the lift mod team aren't you?[/QUOTE]
yes i am, i modeled both nirvashes, the monsoono, the gekko and the tower
[QUOTE=Silver Spirit;16717789]Whats lift mod?[/QUOTE]
[url]http://www.moddb.com/mods/lift-a-eureka-seven-mod[/url]
[QUOTE=CadetBailey;16720358]k thanks brah[/quote]
np :P
Is there actually a texture for the gas or is is an effect? as I can't find a material and I don't know if it will work without one.
[QUOTE=Silver Spirit;16720437]np :P
Is there actually a texture for the gas or is is an effect? as I can't find a material and I don't know if it will work without one.[/QUOTE]
i didn't texture it because i didn't know how to go about texturing the gas, sorry.
[QUOTE=CadetBailey;16720547]i didn't texture it because i didn't know how to go about texturing the gas, sorry.[/QUOTE]
ok :) i'll have a go at it.
Edit: Ok can't get it to work with textures and I can't do that unwrapping think inmilkshape so I can't reposition the material if I add a gas coloured box in :(
Also the koffing is the size of a golfball and plank is the size of a toothbrush :( (and I can't get stuff to scale for some reason, so I don't know how to fix it).
Sooo you won't be able to do it?
CadetBailey, do you want me to try getting plank ingame as the scout's bat?
I would love that. The texture is kind of low resolution right now though. 512x512. If you want to wait a bit I could redo it at 1024x1024.
[QUOTE=CadetBailey;16737665]Sooo you won't be able to do it?[/QUOTE]
Didn't say that, its just bloody small (I've already ported it in and everything), i'll try the other compilers, see if its just the one I used that has issues with scaling. Also I now know how to get more than one tecture on, its obj2smd.exe I was using that doesn't seem to support more than one texture.
Has anyone worked out which .pcf is a good smoke effect yet?
:iia:
The Koffing models are scaled up nicely now (x10 they were very small) but I still can't get them to find their textures (which is incredibly confusing because i've checked them many times now and I don't see anything wrong with them).
Remember, when exporting a model, the textures need to be in either TGA or BMP format - no other format will work AFAIK.
If your textures are in the correct format and they [I]still[/I] doesn't work, double check your texture paths with the MDL Texture Info program found [U][URL]here[/URL][/U].
You'll need to edit that link.
[QUOTE=Eccentricity;16826044]Remember, when exporting a model, the textures need to be in either TGA or BMP format - no other format will work AFAIK.[/QUOTE]
There BMP format (the base textures used to define them in Milkshape before being exported to .smd, also it doesn't matter if they don't even have a texture on when you export them as long as it has a path defined to a texture (as in a texture name attached to a group), or at least it worked for some of the other ones, when I forgot to add the textures on before exporting), and its not them they can't find its the VMTs (or possibly the VTFs thats what i'm not sure on).
[QUOTE=OpethRockr55;16827658]If your textures are in the correct format and they [I]still[/I] doesn't work, double check your texture paths with the MDL Texture Info program found [U][URL]here[/URL][/U].[/QUOTE]
Yea that link isn't a working one, also I've probberly got what it was meant to be (as i've got lots of things to check the texture paths).
Edit: this one? [url]http://www.wunderboy.org/sourceapps.php/[/url] (down the page a bit, though I prefer using [url=http://nemesis.thewavelength.net/index.php?p=45]this[/url] or the hex editor I use)
If you check your SMD in a text editor (NotePad++ is my choice) you will see multiple lines that state what texture is applied to what faces. If it reads something like "[i]mytexture[/i].tga" or "[i]mytexture[/i].bmp" then the model will look for [i]mytexture[/i] in the path defined under [b]$cdmaterials[/b] in the QC.
If it says something along the lines of "debug/debugempty", then there is no texture applied to said faces.
Make sure your properly-named VMT resides in the correct folder, and references the correct VTF for your textures to work.
[QUOTE=Eccentricity;16839236]If you check your SMD in a text editor (NotePad++ is my choice) you will see multiple lines that state what texture is applied to what faces. If it reads something like "[i]mytexture[/i].tga" or "[i]mytexture[/i].bmp" then the model will look for [i]mytexture[/i] in the path defined under [b]$cdmaterials[/b] in the QC.
If it says something along the lines of "debug/debugempty", then there is no texture applied to said faces.
Make sure your properly-named VMT resides in the correct folder, and references the correct VTF for your textures to work.[/QUOTE]
I've definately done all that, thats why I don't understand why its not working @.@
Alright, tell us exactly what it says in your SMD. Secondly, post both your QC and VMT, and the path where your VMT resides.
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