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« Reply #270 on: August 20, 2012, 08:40:09 PM » |
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you have to make the textures fit before using the script i think, give the model a edit mesh/poly/whatever, use element selection, and select the elements that'll use one texture, and with the materials open, assign them to those elements, after that, run the script
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« Reply #271 on: August 20, 2012, 08:43:12 PM » |
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Oh that reminded me, if you drag a texture onto the model before running the script, that will break the materials already assigned and the script won't do anything.
Here's the order of operations for you: 1. Import model 2. Select model and run script before doing anything 3. Then drag textures onto the model (no need for elements)
That should do it.
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« Reply #272 on: August 20, 2012, 08:47:55 PM » |
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Oh that reminded me, if you drag a texture onto the model before running the script, that will break the materials already assigned and the script won't do anything.
Here's the order of operations for you: 1. Import model 2. Select model and run script before doing anything 3. Then drag textures onto the model (no need for elements)
That should do it.
oh lol, a lot easier than what i used to do, but it didnt break anything, since some of my imports are made this way
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« Reply #273 on: August 20, 2012, 10:59:24 PM » |
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Awesome thanks much
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« Reply #274 on: August 21, 2012, 11:23:40 AM » |
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what do i do to fix this? as you might guess, that error is freezing brawlbox in the process of importing.
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« Reply #275 on: August 21, 2012, 11:36:40 AM » |
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what do i do to fix this? as you might guess, that error is freezing brawlbox in the process of importing. Is the object an editable mesh with the entire modifier stack collapsed? If so, you could try re-importing that and exporting again.
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« Reply #276 on: August 21, 2012, 11:59:22 AM » |
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editable poly with only a skin modifier, i collapsed all the previous modifiers before rigging
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« Reply #277 on: August 21, 2012, 12:01:51 PM » |
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editable poly with only a skin modifier, i collapsed all the previous modifiers before rigging
Cut out the Skin mod, convert to editable mesh, then paste the rig back on top. Then try exporting. :O
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« Reply #278 on: August 21, 2012, 12:02:55 PM » |
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lol, no error popped up! thanks xD ok, it [censored]ed my rig up... ok, i totally lost the rig, so i'll have to redo it. darn, now i'll make it a mesh before rigging xD
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« Last Edit: August 21, 2012, 12:15:31 PM by jokekid »
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« Reply #279 on: August 21, 2012, 12:14:20 PM » |
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lol, no error popped up! thanks xD ok, it [censored]ed my rig up... D: that's never broken any of my rigs, and I cut/paste the skin mod all the time to make changes. You might have to re-rig it :/
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« Reply #280 on: August 21, 2012, 06:07:43 PM » |
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It's because of a lack of shader rendering support in the viewer. The lighting in Brawlbox always has been a bit odd anyway.
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« Reply #281 on: August 21, 2012, 06:31:05 PM » |
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Oh, that's not really a model importing type of question though, just a general MDL0 question.
Can you get an in-game picture?
It sounds like you don't have good shaders. Are they the ones that are automatically generated by BB when you import a dae?
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« Reply #282 on: September 10, 2012, 02:07:23 PM » |
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Okay, I've been having a rigging issue for awhile now. I'm just trying to rig the left elbow, but when I set the weight, the center of rotation for the bone becomes the wrist/forearm, not the elbow. Do you know how to fix this? I feel it has something to do with the red cage around the limb.
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« Reply #283 on: October 21, 2012, 10:10:55 PM » |
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My 3ds Max 2010 sends me an error when I open the .dae file. Why?
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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« Reply #284 on: November 04, 2012, 06:05:27 PM » |
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ERROR!!!!!
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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