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Post by maymay1588 on Jul 3, 2015 2:58:34 GMT
Hi! Having a bit of an issue with editing an armor. I basically tried mashing up the Trunks CC jacket, Launch's shorts and top, and the bottoms from Krillin's battle armor as a torso part and a pants part. The weighting and everything is fine and I am getting it to show in game, but none of the textures will load, nor will it allow me to change the color. I have followed this tutorial: dbxvmods.freeforums.net/thread/57/model-import-tutorialHowever, I am still stuck on what I am doing wrong and searching through the forums and googling haven't led to a solution yet. This is an image of how it looks in game for me currently: i.imgur.com/On3zVdY.pngAnd here is the files I edited if anyone wants to take a look on that end: mega.co.nz/#!MENjxZJD!O6FT16cJjV3gVC4soS-O8D7y1Hs0N7ylyFs7EKqeP9I Thanks for any help in advance!
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Post by Majin Petrosk on Jul 3, 2015 10:49:13 GMT
you insert the emm files within HUF folder in data2 (p1, p2, p3) and unpacked it?
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Cription
Saiyan
The Prince of Sands
Posts: 91
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Post by Cription on Jul 3, 2015 10:50:25 GMT
I get the same thing in my game. Something is wrong within the files.
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Post by maymay1588 on Jul 3, 2015 11:13:20 GMT
you insert the emm files within HUF folder in data2 (p1, p2, p3) and unpacked it? Thanks for the response! No, I did not have them in that data2 folder when I unpacked it. I will try that and see if it will fix it. Edit: I never really unpacked it, all I did was convert it to a xml file to edit. Is there a method to unpack it besides that? Tried the xml in the data2 folder with the same result.
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Post by maymay1588 on Jul 3, 2015 12:49:07 GMT
Update: I remade it, because I messed up the jacket where it was missing polys, and I got it to look like this now: i.imgur.com/be6nQJL.pngSeems I just need to edit the .emm now to display textures for the belt, undershorts, and jacket.
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Post by Arkano on Jul 3, 2015 12:52:39 GMT
you insert the emm files within HUF folder in data2 (p1, p2, p3) and unpacked it? Thanks for the response! No, I did not have them in that data2 folder when I unpacked it. I will try that and see if it will fix it. Edit: I never really unpacked it, all I did was convert it to a xml file to edit. Is there a method to unpack it besides that? Tried the xml in the data2 folder with the same result. Once you've done the model and you have assigned properties model going to replace. You must use the same file .emm used the model that you are replacing. ".emm" to edit the file you must convert it to XML as you say and as it seems you're doing, but then you must convert it back .emm "emmxml.exe" (following the same process to convert it to XML) example: If you design a jacket and want to be able to color and have the same amount of colors Trunks jacket (not me right now the number, but say it is the HUF_300.bust, for example). When you've modified the new model and you've applied HUF_300 material, so that the character you need to recognize colors HUF_300_bust.emm loading the file, otherwise the game does not know what color corresponds to each body part. If this does not work, something you can miss you is assigning colors to each component of the body. This will have to do before exporting the object. Part 2 Texture and Material: section "Surface Properties Set Your IDs" dbxvmods.freeforums.net/thread/57/model-import-tutorial
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Post by maymay1588 on Jul 3, 2015 15:14:20 GMT
Thanks for the response! No, I did not have them in that data2 folder when I unpacked it. I will try that and see if it will fix it. Edit: I never really unpacked it, all I did was convert it to a xml file to edit. Is there a method to unpack it besides that? Tried the xml in the data2 folder with the same result. Once you've done the model and you have assigned properties model going to replace. You must use the same file .emm used the model that you are replacing. ".emm" to edit the file you must convert it to XML as you say and as it seems you're doing, but then you must convert it back .emm "emmxml.exe" (following the same process to convert it to XML) example: If you design a jacket and want to be able to color and have the same amount of colors Trunks jacket (not me right now the number, but say it is the HUF_300.bust, for example). When you've modified the new model and you've applied HUF_300 material, so that the character you need to recognize colors HUF_300_bust.emm loading the file, otherwise the game does not know what color corresponds to each body part. If this does not work, something you can miss you is assigning colors to each component of the body. This will have to do before exporting the object. Part 2 Texture and Material: section "Surface Properties Set Your IDs" dbxvmods.freeforums.net/thread/57/model-import-tutorialThanks for the help. I tried it and now the armor looks like this: i.imgur.com/3qVVHIA.pngSome of the textures are not showing up still and I wanted the belt and undershorts to be able to have different color choices. They seem to all be stuck to one color though with the shorts. The big thing though is figuring out how to get the jacket to and now the legs to use the correct texture. I did not mess with the material editor in max as of yet nor set the ids and instead left them as they were. That part even with that tutorial I am not sure on. I do not know if the textures need to be mapped from a certain folder or just loaded and applied to the mesh parts.
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Post by Arkano on Jul 3, 2015 16:21:40 GMT
Once you've done the model and you have assigned properties model going to replace. You must use the same file .emm used the model that you are replacing. ".emm" to edit the file you must convert it to XML as you say and as it seems you're doing, but then you must convert it back .emm "emmxml.exe" (following the same process to convert it to XML) example: If you design a jacket and want to be able to color and have the same amount of colors Trunks jacket (not me right now the number, but say it is the HUF_300.bust, for example). When you've modified the new model and you've applied HUF_300 material, so that the character you need to recognize colors HUF_300_bust.emm loading the file, otherwise the game does not know what color corresponds to each body part. If this does not work, something you can miss you is assigning colors to each component of the body. This will have to do before exporting the object. Part 2 Texture and Material: section "Surface Properties Set Your IDs" dbxvmods.freeforums.net/thread/57/model-import-tutorialThanks for the help. I tried it and now the armor looks like this: i.imgur.com/3qVVHIA.pngSome of the textures are not showing up still and I wanted the belt and undershorts to be able to have different color choices. They seem to all be stuck to one color though with the shorts. The big thing though is figuring out how to get the jacket to and now the legs to use the correct texture. I did not mess with the material editor in max as of yet nor set the ids and instead left them as they were. That part even with that tutorial I am not sure on. I do not know if the textures need to be mapped from a certain folder or just loaded and applied to the mesh parts. Note that the color selection menu "lower body" you have to choose 4 colors. and the only character you have assigned blue pants. You need to assign the other colors in the model. You must select the parts individually in the editor or 3dsmax Blender and tell what the ID material. If the pants have the ID 1, you will have to put the pants ID 1, if a part of the pants, you also have some Maya, stockings or panties or something about leaving the pants that are a different color, you must indicate the ID of that color and so on. If the material you chose to assign the lower body has 4 colors. And the bottom of your mod, also must have 4 colors, 4 ID must be assigned for each part. Remember that the color matching DDS file with the ID of the materials is as follows: DDS file ID materials Editor (3dsmax, Blender). 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 etc. ..... etc ... ..... And the corresponding ID editor
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Post by maymay1588 on Jul 3, 2015 16:30:36 GMT
Thanks for the help. I tried it and now the armor looks like this: i.imgur.com/3qVVHIA.pngSome of the textures are not showing up still and I wanted the belt and undershorts to be able to have different color choices. They seem to all be stuck to one color though with the shorts. The big thing though is figuring out how to get the jacket to and now the legs to use the correct texture. I did not mess with the material editor in max as of yet nor set the ids and instead left them as they were. That part even with that tutorial I am not sure on. I do not know if the textures need to be mapped from a certain folder or just loaded and applied to the mesh parts. Note that the color selection menu "lower body" you have to choose 4 colors. and the only character you have assigned blue pants. You need to assign the other colors in the model. You must select the parts individually in the editor or 3dsmax Blender and tell what the ID material. If the pants have the ID 1, you will have to put the pants ID 1, if a part of the pants, you also have some Maya, stockings or panties or something about leaving the pants that are a different color, you must indicate the ID of that color and so on. If the material you chose to assign the lower body has 4 colors. And the bottom of your mod, also must have 4 colors, 4 ID must be assigned for each part. Remember that the color matching DDS file with the ID of the materials is as follows: DDS file ID materials Editor (3dsmax, Blender). 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 etc. ..... etc ... ..... And the corresponding ID editor Thanks, I think I am starting to understand that part better. I have the colors all working how I want it and this is what it currently looks like: i.imgur.com/DU65nG2.pngOnly thing left now is to get the jacket texture to show up and figure out why the leg texture is not lining up right. The knee texture part is sitting way too low on the mesh. I do not know why it is doing that, because I didn't touch that mesh in max. If I have to, I can manually edit the texture for that, probably. Edit: I did notice the texture lines are mapping jagged ontop on it.
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