models invisible
Hi, i want to create some models for natural selection 2 like some month ago, but now i forget how to change the DAE file.
I remember that i have to replace something manual, because the exporting with 3ds max 9 would not work correctly.
But now i have a invisible model.
Except if i use the tool "blender" then i have a model, but i don't know blender and i want work with 3ds max.
Any ideas what did i wrong?
I did the same like in this old video:
<a href="http://www.youtube.com/watch?feature=player_detailpage&v=enOKciPoBXc&list=PL147993BB740944F8#t=164s" target="_blank">http://www.youtube.com/watch?feature=playe...740944F8#t=164s</a>
Maybe the Blinn shader don't work?
I also edit the "file:///E:/cube.bmp" to e.g." models/cube/cube.dds"
If i export a character with bones, i can see the bones but not the model.
The DAE File:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>VM</author>
<authoring_tool>3dsMax 11 - Feeling ColladaMax v3.05B.</authoring_tool>
<comments>ColladaMax Export Options: ExportNormals=1;ExportEPolyAsTriangles=1;ExportXRefs=1;ExportSelected=1;ExportTa
ngents=0;ExportAnimations=1;SampleAnim=0;ExportAnimClip=0;BakeMatrices=0;ExportR
e
lativePaths=1;AnimStart=0;AnimEnd=3.33333;</comments>
<source_data>file:///E:/cube.max</source_data>
</contributor>
<created>2012-10-14T08:32:11Z</created>
<modified>2012-10-14T08:32:12Z</modified>
<unit meter="0.0254" name="inch"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
<image id="cube.bmp" name="cube_bmp">
<init_from>file:///E:/cube.bmp</init_from>
</image>
</library_images>
<library_materials>
<material id="_1_-_Default" name="_1_-_Default">
<instance_effect url="#_1_-_Default-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="_1_-_Default-fx" name="_1_-_Default">
<profile_COMMON>
<newparam sid="cube_bmp-surface">
<surface type="2D">
<init_from>cube.bmp</init_from>
<format>A8R8G8B8</format>
</surface>
</newparam>
<newparam sid="cube_bmp-sampler">
<sampler2D>
<source>cube_bmp-surface</source>
<wrap_s>WRAP</wrap_s>
<wrap_t>WRAP</wrap_t>
<minfilter>NONE</minfilter>
<magfilter>NONE</magfilter>
<mipfilter>NONE</mipfilter>
</sampler2D>
</newparam>
<technique sid="common">
<blinn>
<ambient>
<color>0.588235 0.588235 0.588235 1</color>
</ambient>
<diffuse>
<texture texture="cube_bmp-sampler" texcoord="CHANNEL1">
<extra>
<technique profile="MAYA">
<mirrorU>0</mirrorU>
<mirrorV>0</mirrorV>
<wrapU>1</wrapU>
<wrapV>1</wrapV>
<repeatU>1</repeatU>
<repeatV>1</repeatV>
<offsetU>0</offsetU>
<offsetV>0</offsetV>
<rotateUV>0</rotateUV>
</technique>
<technique profile="MAX3D">
<amount>1</amount>
</technique>
</extra>
</texture>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0.415939</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<reflectivity>
<float>1</float>
</reflectivity>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
<extra>
<technique profile="FCOLLADA">
<spec_level>
<float>0</float>
</spec_level>
<emission_level>
<float>0</float>
</emission_level>
</technique>
</extra>
</technique>
</profile_COMMON>
<extra>
<technique profile="MAX3D">
<faceted>0</faceted>
<double_sided>0</double_sided>
<wireframe>0</wireframe>
<face_map>0</face_map>
</technique>
</extra>
</effect>
</library_effects>
<library_geometries>
<geometry id="Box01-mesh" name="Box01">
<mesh>
<source id="Box01-mesh-positions">
<float_array id="Box01-mesh-positions-array" count="24">-30 -30 0 30 -30 0 -30 30 0 30 30 0 -30 -30 60 30 -30 60 -30 30 60 30 30 60</float_array>
<technique_common>
<accessor source="#Box01-mesh-positions-array" count="8" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Box01-mesh-normals">
<float_array id="Box01-mesh-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Box01-mesh-map-channel1">
<float_array id="Box01-mesh-map-channel1-array" count="72">0 1 0 0 0.677209 0 0.322791 0.677209 0 0.322791 1 0 0.338604 0.338604 0 0.661395 0.338604 0 0.661395 0.661395 0 0.338604 0.661395 0 0 0.338604 0 0.322791 0.338604 0 0.322791 0.661395 0 0 0.661395 0 0.338604 0.677209 0 0.661395 0.677209 0 0.661395 1 0 0.338604 1 0 0.338604 0 0 0.661395 0 0 0.661395 0.322791 0 0.338604 0.322791 0 0 0 0 0.322791 0 0 0.322791 0.322791 0 0 0.322791 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-map-channel1-array" count="24" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Box01-mesh-vertices">
<input semantic="POSITION" source="#Box01-mesh-positions"/>
</vertices>
<triangles material="_1_-_Default" count="12">
<input semantic="VERTEX" source="#Box01-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Box01-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#Box01-mesh-map-channel1" offset="2" set="1"/>
<p>0 0 0 2 1 1 3 2 2 3 2 2 1 3 3 0 0 0 4 4 4 5 5 5 7 6 6 7 6 6 6 7 7 4 4 4 0 8 8 1 9 9 5 10 10 5 10 10 4 11 11 0 8 8 1 12 12 3 13 13 7 14 14 7 14 14 5 15 15 1 12 12 3 16 16 2 17 17 6 18 18 6 18 18 7 19 19 3 16 16 2 20 20 0 21 21 4 22 22 4 22 22 6 23 23 2 20 20</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="cube.max" name="cube_max">
<node id="Box01-node" name="Box01" type="NODE">
<translate>-0.000001 0 -0.000001</translate>
<rotate>-1 0 0 -90</rotate>
<node id="Box01-node_PIVOT" name="Box01_PIVOT" type="NODE">
<matrix>1 0 0 0.000001 0 1 0 30 0 0 1 -30 0 0 0 1</matrix>
<instance_geometry url="#Box01-mesh">
<bind_material>
<technique_common>
<instance_material symbol="_1_-_Default" target="#_1_-_Default">
<bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</node>
<extra>
<technique profile="FCOLLADA">
<start_time>0</start_time>
<end_time>3.33333</end_time>
</technique>
</extra>
<extra>
<technique profile="MAX3D">
<frame_rate>30</frame_rate>
<time_tags/>
</technique>
</extra>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#cube.max"/>
</scene>
</COLLADA><!--c2--></div><!--ec2-->
I remember that i have to replace something manual, because the exporting with 3ds max 9 would not work correctly.
But now i have a invisible model.
Except if i use the tool "blender" then i have a model, but i don't know blender and i want work with 3ds max.
Any ideas what did i wrong?
I did the same like in this old video:
<a href="http://www.youtube.com/watch?feature=player_detailpage&v=enOKciPoBXc&list=PL147993BB740944F8#t=164s" target="_blank">http://www.youtube.com/watch?feature=playe...740944F8#t=164s</a>
Maybe the Blinn shader don't work?
I also edit the "file:///E:/cube.bmp" to e.g." models/cube/cube.dds"
If i export a character with bones, i can see the bones but not the model.
The DAE File:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>VM</author>
<authoring_tool>3dsMax 11 - Feeling ColladaMax v3.05B.</authoring_tool>
<comments>ColladaMax Export Options: ExportNormals=1;ExportEPolyAsTriangles=1;ExportXRefs=1;ExportSelected=1;ExportTa
ngents=0;ExportAnimations=1;SampleAnim=0;ExportAnimClip=0;BakeMatrices=0;ExportR
e
lativePaths=1;AnimStart=0;AnimEnd=3.33333;</comments>
<source_data>file:///E:/cube.max</source_data>
</contributor>
<created>2012-10-14T08:32:11Z</created>
<modified>2012-10-14T08:32:12Z</modified>
<unit meter="0.0254" name="inch"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
<image id="cube.bmp" name="cube_bmp">
<init_from>file:///E:/cube.bmp</init_from>
</image>
</library_images>
<library_materials>
<material id="_1_-_Default" name="_1_-_Default">
<instance_effect url="#_1_-_Default-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="_1_-_Default-fx" name="_1_-_Default">
<profile_COMMON>
<newparam sid="cube_bmp-surface">
<surface type="2D">
<init_from>cube.bmp</init_from>
<format>A8R8G8B8</format>
</surface>
</newparam>
<newparam sid="cube_bmp-sampler">
<sampler2D>
<source>cube_bmp-surface</source>
<wrap_s>WRAP</wrap_s>
<wrap_t>WRAP</wrap_t>
<minfilter>NONE</minfilter>
<magfilter>NONE</magfilter>
<mipfilter>NONE</mipfilter>
</sampler2D>
</newparam>
<technique sid="common">
<blinn>
<ambient>
<color>0.588235 0.588235 0.588235 1</color>
</ambient>
<diffuse>
<texture texture="cube_bmp-sampler" texcoord="CHANNEL1">
<extra>
<technique profile="MAYA">
<mirrorU>0</mirrorU>
<mirrorV>0</mirrorV>
<wrapU>1</wrapU>
<wrapV>1</wrapV>
<repeatU>1</repeatU>
<repeatV>1</repeatV>
<offsetU>0</offsetU>
<offsetV>0</offsetV>
<rotateUV>0</rotateUV>
</technique>
<technique profile="MAX3D">
<amount>1</amount>
</technique>
</extra>
</texture>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0.415939</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<reflectivity>
<float>1</float>
</reflectivity>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
<extra>
<technique profile="FCOLLADA">
<spec_level>
<float>0</float>
</spec_level>
<emission_level>
<float>0</float>
</emission_level>
</technique>
</extra>
</technique>
</profile_COMMON>
<extra>
<technique profile="MAX3D">
<faceted>0</faceted>
<double_sided>0</double_sided>
<wireframe>0</wireframe>
<face_map>0</face_map>
</technique>
</extra>
</effect>
</library_effects>
<library_geometries>
<geometry id="Box01-mesh" name="Box01">
<mesh>
<source id="Box01-mesh-positions">
<float_array id="Box01-mesh-positions-array" count="24">-30 -30 0 30 -30 0 -30 30 0 30 30 0 -30 -30 60 30 -30 60 -30 30 60 30 30 60</float_array>
<technique_common>
<accessor source="#Box01-mesh-positions-array" count="8" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Box01-mesh-normals">
<float_array id="Box01-mesh-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Box01-mesh-map-channel1">
<float_array id="Box01-mesh-map-channel1-array" count="72">0 1 0 0 0.677209 0 0.322791 0.677209 0 0.322791 1 0 0.338604 0.338604 0 0.661395 0.338604 0 0.661395 0.661395 0 0.338604 0.661395 0 0 0.338604 0 0.322791 0.338604 0 0.322791 0.661395 0 0 0.661395 0 0.338604 0.677209 0 0.661395 0.677209 0 0.661395 1 0 0.338604 1 0 0.338604 0 0 0.661395 0 0 0.661395 0.322791 0 0.338604 0.322791 0 0 0 0 0.322791 0 0 0.322791 0.322791 0 0 0.322791 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-map-channel1-array" count="24" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Box01-mesh-vertices">
<input semantic="POSITION" source="#Box01-mesh-positions"/>
</vertices>
<triangles material="_1_-_Default" count="12">
<input semantic="VERTEX" source="#Box01-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Box01-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#Box01-mesh-map-channel1" offset="2" set="1"/>
<p>0 0 0 2 1 1 3 2 2 3 2 2 1 3 3 0 0 0 4 4 4 5 5 5 7 6 6 7 6 6 6 7 7 4 4 4 0 8 8 1 9 9 5 10 10 5 10 10 4 11 11 0 8 8 1 12 12 3 13 13 7 14 14 7 14 14 5 15 15 1 12 12 3 16 16 2 17 17 6 18 18 6 18 18 7 19 19 3 16 16 2 20 20 0 21 21 4 22 22 4 22 22 6 23 23 2 20 20</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="cube.max" name="cube_max">
<node id="Box01-node" name="Box01" type="NODE">
<translate>-0.000001 0 -0.000001</translate>
<rotate>-1 0 0 -90</rotate>
<node id="Box01-node_PIVOT" name="Box01_PIVOT" type="NODE">
<matrix>1 0 0 0.000001 0 1 0 30 0 0 1 -30 0 0 0 1</matrix>
<instance_geometry url="#Box01-mesh">
<bind_material>
<technique_common>
<instance_material symbol="_1_-_Default" target="#_1_-_Default">
<bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</node>
<extra>
<technique profile="FCOLLADA">
<start_time>0</start_time>
<end_time>3.33333</end_time>
</technique>
</extra>
<extra>
<technique profile="MAX3D">
<frame_rate>30</frame_rate>
<time_tags/>
</technique>
</extra>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#cube.max"/>
</scene>
</COLLADA><!--c2--></div><!--ec2-->
Comments
Yes, i use it but they change it maybe the last 2 month?
Can you tell me how you do this?
I mean, what material did you use, how do you write your .model_compile file and on?
Maybe i wrote something wrong.
When you export to collada, leave all the settings as-is.
And just use the standard material and default shader inside max.
<b>geometry "example_name.dae"</b>
Material file, name it example.material
<b>shader = "models/alien/alien.surface_shader"
albedoMap = "models/alien/teapot/example_name.dds"
specularMap = "materials/dev/black.dds"
normalMap = "materials/dev/dev_normal.dds"
surface = "organic"</b>
The spec and normal map above are defaults, replace them with your own. I just learned this stuff in a different thread i started by the way :)
The problem was, the viewer didn't notice other folders, it have to be in ns2 folder.
To fix Official models, just open the DAE file with a notepad and search for :
file:///D:/Projects/ns2/assets/modelsrc/*bla bla
like marine male : file:///D:/Projects/ns2/assets/modelsrc/marine/male/
Remove everything before /marine
so it will look like this:
/marine/male/
thats it! Replace all textures in the .DAE file and your model will work!