Model compiling error
VonDoom
Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
in Modding
Hey guys and gals
Something goes wrong when I try to compile :(
I used the collada plug-in that came with NS2, and I have followed Brian's import videos very closely, but something goes wrong when I try to compile the collada file.
I get this error message: <a href="https://dl.dropbox.com/u/6746387/error1.jpg" target="_blank">DROPBOX LINK</a>
Let me know what I got wrong here, please halp!
Cheers
Something goes wrong when I try to compile :(
I used the collada plug-in that came with NS2, and I have followed Brian's import videos very closely, but something goes wrong when I try to compile the collada file.
I get this error message: <a href="https://dl.dropbox.com/u/6746387/error1.jpg" target="_blank">DROPBOX LINK</a>
Let me know what I got wrong here, please halp!
Cheers
Comments
The file path should be space free, the tools throw a fit.
Also the normal tool has an incorrect directory path by default, so you have to manually run the normals after initial model compile.
Also try and name your .psd file to the same name as the correcsponding model file, ie teapot.psd.
So are normal and specular maps converted the same way as the diffuse textures, but put in a different folder?
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->shader = "models/marine/marine.surface_shader"
albedoMap = "models/marine/heavymachinegun/heavymachinegun_view.dds"
specularMap = "models/marine/heavymachinegun/heavymachinegun_view_spec.dds"
normalMap = "models/marine/heavymachinegun/heavymachinegun_view_norm.dds"<!--c2--></div><!--ec2-->
I think the convention is to have them all in the one folder together. Any .psd from your source folders will be converted to .dds
Do you have compilemodel.exe in your naturalselection2 folder?
I have had so many problems with models that I gave up, well took a break, and in the mean time my trial key for 3dsmax09 expired. So now I can't do anything model based even if I wanted too :P
I think it is because your folders are not named correctly. Your source folders need to have specific names. "model2" should be renamed to "modelsrc" Also make sure you have your mod setup correctly in the launch pad.
Here is a thread with someone who had a similar issue and solved it:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=119161&hl=CompileModel" target="_blank">http://www.unknownworlds.com/forums/index....hl=CompileModel</a>
<img src="https://dl.dropbox.com/u/6746387/almost1.jpg" border="0" class="linked-image" />
Look in any current materials file and see the new path, young jedi...
<img src="https://dl.dropbox.com/u/6746387/shadows.jpg" border="0" class="linked-image" />
specularMap = "materials/dev/black.dds"
normalMap = "materials/dev/dev_normal.dds"
This should fix your issue :)
Unless you have a proper Normal Map or Specular Map to use :)
Im gonna try to import a more complex model soon :)
<img src="https://dl.dropbox.com/u/6746387/works.jpg" border="0" class="linked-image" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->4> 'E:\Steam\steamapps\common\Natural' is not recognized as an internal or external command,
4> operable program or batch file.
<!--colorc--></span><!--/colorc-->
I exported the map from Mudbox 2010, set the coordinates to tangent space and saved it as a .psd. Im also unsure how I should put it into the bump material slot in 3ds max, directly into the slot as a bitmap or through NormalBump?
just create a batch file in the utils folder with this text:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->nvcompress -normal -bc1 "Path to normal file" "path to output"<!--c2--></div><!--ec2-->
As an example, here was the normal I had to make:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->nvcompress -normal -bc1 "D:\pgmodelsrc\modelsrc\player\bmfg_view_normal.psd" "D:\pgmodel\models\player\bmfg_view_normal.dds"<!--c2--></div><!--ec2-->
I also successfully skinned and applied a specular and illumination map to this model (the spec and normal was baked into the base texture originally though, so a full refurbish takes some effort). 100 nostalgia points to those who recognize this dirty old wonder :
<img src="https://dl.dropbox.com/u/6746387/a_wonder.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/6746387/sabre.jpg" border="0" class="linked-image" />
Also, does anyone know how I can apply textures to multiple sub-objects in a model file?
I have a huge and complex model that is divided into several objects, each with its own texture with specular and normal map layers, but I don't know how I properly organize and name the .material files.
Brian's tutorial video uses a gorge with a sub-object on it, and has two textures that he successfully applies by first writing a primary material file for the main model texture and a secondary .material file with paths to the sub-object textures in it.
I tried to do the same thing with my bigass model by using only two parts for simplicity's sake, but no success. I dont know what I should name the material file, should I name it the same as the sub-object or is it a way to use only one .material file with paths to all the sub-object textures in it?
Comm needs more awesome custom models like this one. I suck at modelling and am still noob in mapping, but I'm getting better and better and have great ideas for mods which will need models like that and other heavy weapons.
I love it. Keep going!