No.
[editline]02:34PM[/editline]
Maybe comment out "$translucent" and try it?
Ill try that.
Also I tried SEVERAL different sized. This is the closest so far to an ideal desk size.
[IMG]http://img213.imageshack.us/img213/8341/gmconstruct0000y.jpg[/IMG]
It needs to be a tad shorter and a the width needs to be decreased a little.
EDIT:
[B]Still no luck with the texture.[/B]
Ok before I show you the progess in the project so far, [B]I still need a fix for my model. Look at my previous posts for the VMT and stuff like that but I need to fix it.[/B]
Now on to business.
Ceiling 1
[IMG]http://img705.imageshack.us/img705/5006/bioshocktextures0008.jpg[/IMG]
Ceiling 2
[IMG]http://img46.imageshack.us/img46/4494/bioshocktextures0007.jpg[/IMG]
Carpet 1
[IMG]http://img20.imageshack.us/img20/833/bioshocktextures0006.jpg[/IMG]
Carpet 2
[IMG]http://img694.imageshack.us/img694/3333/bioshocktextures0005.jpg[/IMG]
Tile 1
[IMG]http://img130.imageshack.us/img130/434/bioshocktextures0004.jpg[/IMG]
Wood 1
[IMG]http://img15.imageshack.us/img15/6876/bioshocktextures0003.jpg[/IMG]
Wood 2
[IMG]http://img684.imageshack.us/img684/1345/bioshocktextures0002.jpg[/IMG]
Wallpaper 1
[IMG]http://img18.imageshack.us/img18/1150/bioshocktextures0001.jpg[/IMG]
Metal Wall 1
[IMG]http://img34.imageshack.us/img34/921/bioshocktextures0000.jpg[/IMG]
Sorry for the shitty lighting. I didn't take time to light the test map.
The textures work out real well in the game. Some of them are 1024x1024 so they need to be downsized some. But they are really good. These were the once I were able to pick out from the Medical chapter. You wouldn't know how many of those textures are for models instead.
Ok... I redid the Trashcan, then actually did a VTF file through vtex instead, because normally Vtex doesn't work. But alas, the texture still doesn't show on the model in the model viewer... Ill keep trying though.
The model might of been compiled with a different texture path then what you are using?
Ah! Yea! I thought about this but I didn't really think it would be the problem.
For the Trashcan Model when I get into the XSI and try to set it with a texture, there is the noIcon_pic and then there is another texture already in the list named TrashCanC_shader_tga-image
But when I try it, it looks exactly like the noIcon_pic. I don't know if that means I use the TrashCanC_shader_tga anyways, or what. Because I have searched for it and I can't find it in my textures folder from when I extracted it. It should be in the same folder, if not then I have to export from all the map files to find it.
EDIT: I found out where and what the TrashCanC_shader is. In the command prompt it says for the exported shaders , "unsuppported type Shader." I looked in the shader folder, on my pc they are listed as .mat Microsoft Office Acess Table Shortcut. wtf? I suppose my PC didn't know what to make of them.
[QUOTE=outlawsx;20331944]Ok before I show you the progess in the project so far, [B]I still need a fix for my model. Look at my previous posts for the VMT and stuff like that but I need to fix it.[/B]
Now on to business.
Ceiling 1
[IMG]http://img705.imageshack.us/img705/5006/bioshocktextures0008.jpg
Ceiling 2
[IMG]http://img46.imageshack.us/img46/4494/bioshocktextures0007.jpg
Carpet 1
[IMG]http://img20.imageshack.us/img20/833/bioshocktextures0006.jpg
Carpet 2
[IMG]http://img694.imageshack.us/img694/3333/bioshocktextures0005.jpg
Tile 1
[IMG]http://img130.imageshack.us/img130/434/bioshocktextures0004.jpg
Wood 1
[IMG]http://img15.imageshack.us/img15/6876/bioshocktextures0003.jpg
Wood 2
[IMG]http://img684.imageshack.us/img684/1345/bioshocktextures0002.jpg
Wallpaper 1
[IMG]http://img18.imageshack.us/img18/1150/bioshocktextures0001.jpg
Metal Wall 1
[IMG]http://img34.imageshack.us/img34/921/bioshocktextures0000.jpg
Sorry for the shitty lighting. I didn't take time to light the test map.
The textures work out real well in the game. Some of them are 1024x1024 so they need to be downsized some. But they are really good. These were the once I were able to pick out from the Medical chapter. You wouldn't know how many of those textures are for models instead.[/QUOTE]
I want those textures now for mod.
It seems that the Shader is the file that the model goes by, XSI says something about the path to the TrashCanC_Shader_tga. Except, it isn't a TGA it is a .mat, so that is the problem I guess. I need to wait until umodel can do something to these .mat's.
---
Really now Armageddon, what mod?
the vmt files need to be the same name as the original texture file. for example vending_machine is the .tga file name. so the vmt must be named
vending_machine.
Hmm.. good idea. Let me see about that.
Edit: Didn't work. =/
[QUOTE=outlawsx;20336427]It seems that the Shader is the file that the model goes by, XSI says something about the path to the TrashCanC_Shader_tga. Except, it isn't a TGA it is a .mat, so that is the problem I guess. I need to wait until umodel can do something to these .mat's.
---
Really now Armageddon, what mod?[/QUOTE]
[url]http://neptunemod.com/[/url]
This mod! :D
No problem man, it will take a while but I might be able to get you the textures sometime. When I get it all good, ill publicly release it.
----
[B]Ok everyone! Here is the run-down on how I am doing the model, hopefully someone can pinpoint where and how I am doing this wrong![/B]
Let me go through the entire process in which I compiled the model and texture to see if you can pinpoint the problem.
First of all, I open 3Ds max and import a PSK model file. I think export it from 3Ds max as a DAE. I head on over to XSI mod tool and import the DAE file. I resize the model to the appropriate size then go to Material>Lambert then Texture>Image>New from file> then texture file. I then close out of that, the texture is applied. I go to Selection>Geometry Approximation>Polygon Mesh> and uncheck Automatic Discontinuity. I then freeze transformations and model history. I created the reference, phys, and idle SMD files. Then I create the QC file which looks like this.
[QUOTE]$modelname Bioshock\Trashcan\Trashcan.mdl
$cdmaterials models\Trashcan
$surfaceprop "metal"
$staticprop
$scale 1
$body studio "Trashcan_reference.smd"
$sequence idle "Trashcan_idle" fps 1
$collisionmodel "Trashcan_phys.smd"
{
$Mass 100
$concave
}[/QUOTE]
I then drag and drop the QC file into the studiomdl.exe. It succeeds with just 1 problem.
[QUOTE]WARNING: Bad collision model, check your smoothing groups!!!
-WARNING: Truncating model!!!!
WARNING: Trashcan.smd has bad smoothing groups[/QUOTE]
No one has told me how to fix it so I skip the error for now. I then create a VMT file, the contents look like this.
[QUOTE]"VertexlitGeneric"
{
"$basetexture" "Bioshock/Trashcan/TrashCanC"
"$surfaceprop" "Metal"
"$model" "1"
}[/QUOTE]
I changed the name to the original tga file.
Then I dragged the tga to vtex.exe, the VTF is created, I place it in the Materials Bioshock Trashcan folder.
Then I test it out by going to the model viewer. The texture doesn't work, but the model does. I don't get it. I have been trying for a day now.
[QUOTE=outlawsx;20312128]There are a SHIT-LOAD of textures.
The developers did the textures in a weird way. Every texture has like 4 files, all the textures however are .tga. But when I mean they have 4 different files is like... here is an example.
Bathysphere_Gunmetal_Diffuse - Bathysphere_Gunmetal_Normalmap - Bathysphere_Gunmetal_Specular
It is all the same texture but different.... like some may be opacity.. etc. It is just weird, I am not an expert on photoshop stuff so I don't know exactly what to make of it.
.[/QUOTE]
I don't know how to say this without coming off like an asshole, but here it goes...
How have you never heard of these things? The diffuse is the normal texture, the Normal Map creates depth in a texture (Normal maps can project high poly models on to low poly models, so a Normal mapped brick texture would show depth in the bricks and wouldn't look flat) and your specular texture is for the shine and what have you. I've never played with Source textures and I don't think it can even handle normal maps, but you will be using the diffuse of every texture and If Source can support normals you definitely want to map the normals to the textures and the specular.
Hawt, do want some Bio-Shock in my HL2
I make alot of vtfs and vmts. I could try porting some textures. Normals and all.
Hm.
How do you managed to export images bigger than those little 64x64 thumbnails?
I wanna port some BS2 materials to source, but 64x64 is really small :S
[QUOTE=the fonix232;20340671]Hm.
How do you managed to export images bigger than those little 64x64 thumbnails?
I wanna port some BS2 materials to source, but 64x64 is really small :S[/QUOTE]
Read the whole thread, he said he found a fix for them.
[QUOTE=nsilva;20338168]I don't know how to say this without coming off like an asshole, but here it goes...
How have you never heard of these things? The diffuse is the normal texture, the Normal Map creates depth in a texture (Normal maps can project high poly models on to low poly models, so a Normal mapped brick texture would show depth in the bricks and wouldn't look flat) and your specular texture is for the shine and what have you. I've never played with Source textures and I don't think it can even handle normal maps, but you will be using the diffuse of every texture and If Source can support normals you definitely want to map the normals to the textures and the specular.[/QUOTE]
Its ok man, you didn't sound like an asshole. Im not a big texture expert.
Anyone find out what I was doing wrong for my model yet?
Try taking it over to the model section and see if they can help you.
Yea, probably. Ill be back with more textures later.
[QUOTE=Firegod522;20343069]Read the whole thread, he said he found a fix for them.[/QUOTE]
I did as he said, but it wouldn't work.
Also solved it by extracting the MAP files and adding the path setting too.
[editline]07:04PM[/editline]
[QUOTE=outlawsx;20309858]Right now, I want to figure out the static mesh. Which I believe is the models of course. But those are for props. The skeletal mesh would be, of course, for humans. I am looking of a plugin so that XSI Mod Tool 6 can import PSK files. (The file type the Meshes are in). So far I found an Exporter. Not an importer.[/QUOTE]
Currently no support for XSI to import PSK. That guy wrote an importer for 3DS Max, but not yet for XSI or Maya.
Yea I now import the PSK's in through the plugin in 3Ds Max, then export as DAE and import into XSI.
[QUOTE=outlawsx;20345635]Yea I now import the PSK's in through the plugin in 3Ds Max, then export as DAE and import into XSI.[/QUOTE]
Great. Any hope for nice animated Securis Doors?
Personally I think I might have to get someone else to do the models, this is starting to piss me off big time that I can't get it to work. *sigh*, ill have more textures later today. I could make another thread, for the textures, because this was more like a help thread.
Sorry, you need to Log In to post a reply to this thread.