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Post by Darkussj on Apr 7, 2015 0:12:10 GMT
have you changed anything to the emm file? Yes, but it's not changing what I need it to. Then again, I'm just kind of dong things very randomly because I have no idea how to read the info lol. It's definitely still reading the color from the dyt, because when I change it, it effects the color but not the glare. I know the emm has a "glare" setting on it, but it doesn't effect the gems. so,its not the color what you want to change but the glare?
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Post by orbit088 on Apr 7, 2015 0:43:48 GMT
Yes, but it's not changing what I need it to. Then again, I'm just kind of dong things very randomly because I have no idea how to read the info lol. It's definitely still reading the color from the dyt, because when I change it, it effects the color but not the glare. I know the emm has a "glare" setting on it, but it doesn't effect the gems. so,its not the color what you want to change but the glare? I found the controls for the glare Something interesting is that it's referencing the wrong texture. I'll put pics up when I get a chance
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Post by Darkussj on Apr 7, 2015 0:54:08 GMT
so,its not the color what you want to change but the glare? I found the controls for the glare Something interesting is that it's referencing the wrong texture. I'll put pics up when I get a chance if you've understood how the glare work can you tell us how plz?
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Post by orbit088 on Apr 7, 2015 13:55:56 GMT
I found the controls for the glare Something interesting is that it's referencing the wrong texture. I'll put pics up when I get a chance if you've understood how the glare work can you tell us how plz? The glare (at least for the frieza race) is located in the emm and is in the "SKIN_D_Parts_Buts" section for the chest and the "hide_from_Rist_SKIN_D_Parts_Buts" in the line "ReflectionCoeff" It seems like it can either be on or off though. Also new update with new questions lol
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Post by Darkussj on Apr 7, 2015 14:02:25 GMT
if you've understood how the glare work can you tell us how plz? The glare (at least for the frieza race) is located in the emm and is in the "SKIN_D_Parts_Buts" section for the chest and the "hide_from_Rist_SKIN_D_Parts_Buts" in the line "ReflectionCoeff" It seems like it can either be on or off though. Also new update with new questions lol hmm I knew that it has something to do with the emm file but if I am not mistaken the lines you talked about exist only in the frieza race files as for the black bust problem you have my guess is that you need to change the line that tells which line in the .dyt.emb should be used for a material
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Post by orbit088 on Apr 7, 2015 14:05:47 GMT
The glare (at least for the frieza race) is located in the emm and is in the "SKIN_D_Parts_Buts" section for the chest and the "hide_from_Rist_SKIN_D_Parts_Buts" in the line "ReflectionCoeff" It seems like it can either be on or off though. Also new update with new questions lol hmm I knew that it has something to do with the emm file but if I am not mistaken the lines you talked about exist only in the frieza race files as for the black bust problem you have my guess is that you need to change the line that tells which line in the .dyt.emb should be used for a material Do you happen to know which line that is? I've been looking for a little while for how the textures are referenced for the model.
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Post by Darkussj on Apr 7, 2015 14:15:48 GMT
hmm I knew that it has something to do with the emm file but if I am not mistaken the lines you talked about exist only in the frieza race files as for the black bust problem you have my guess is that you need to change the line that tells which line in the .dyt.emb should be used for a material Do you happen to know which line that is? I've been looking for a little while for how the textures are referenced for the model. yeah I learn that from Mastaklo's Model import tutorial here is the line that you should look for note : I took the pic from the thread of Mastaklo here is the link dbxvmods.freeforums.net/thread/57/model-import-tutorialI recommend you read it its a good tutorial
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Post by orbit088 on Apr 7, 2015 14:17:46 GMT
Do you happen to know which line that is? I've been looking for a little while for how the textures are referenced for the model. yeah I learn that from Mastaklo's Model import tutorial here is the line that you should look for note : I took the pic from the thread of Mastaklo here is the link dbxvmods.freeforums.net/thread/57/model-import-tutorialI recommend you read it its a good tutorial Thank you so much! i'll work on this and get back if I figure it out I'll be checking out the tutorial you linked to as well.
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Post by orbit088 on Apr 7, 2015 14:44:47 GMT
Ok, so changing the values seems to give me an untextured model maybe it's because this is a colorable, race exclusive outfit (as opposed to a main character who's colors are constant IE Naruto in the tutorial)? This issue is definitely to do with the model only referencing 1 of the textures in the emd file for both parts of the outfit (the gem and the clothes). everything in the dyt file seem to work fine.
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Post by Darkussj on Apr 7, 2015 14:50:03 GMT
Ok, so changing the values seems to give me an untextured model maybe it's because this is a colorable, race exclusive outfit (as opposed to a main character who's colors are constant IE Naruto in the tutorial)? This issue is definitely to do with the model only referencing 1 of the textures in the emd file for both parts of the outfit (the gem and the clothes). everything in the dyt file seem to work fine. maybe the material name for the gem needs to be in the emm file
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Post by orbit088 on Apr 7, 2015 15:02:57 GMT
Ok, so changing the values seems to give me an untextured model maybe it's because this is a colorable, race exclusive outfit (as opposed to a main character who's colors are constant IE Naruto in the tutorial)? This issue is definitely to do with the model only referencing 1 of the textures in the emd file for both parts of the outfit (the gem and the clothes). everything in the dyt file seem to work fine. maybe the material name for the gem needs to be in the emm file Maybe, would that be the "DATA001" name? because in 3ds, I can't find the materials for the model. I only imported the emd model, (I meant to say emb in the quoted text above), that's how I saw it done in a tutorial video, so no materials were imported with it. Should I be separating the elements of the model and applying sub textures to them?
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Post by Darkussj on Apr 7, 2015 15:06:45 GMT
maybe the material name for the gem needs to be in the emm file Maybe, would that be the "DATA001" name? because in 3ds, I can't find the materials for the model. I only imported the emd model, (I meant to say emb in the quoted text above), that's how I saw it done in a tutorial video, so no materials were imported with it. Should I be separating the elements of the model and applying sub textures to them? you can see the materials name for a mesh either in the latest version of xenoviewer or in 3Dsmax by selecting the desired mesh right clicking on it and proprieties there you will see the name of the material
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Post by orbit088 on Apr 7, 2015 15:28:33 GMT
so looking at my edited emd in xenoviewer vs the original, my edited model doesn't have anything in the "material pack" where as the original has a few things in it. how did this happen? could this be the reason for the problem?
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Post by Darkussj on Apr 7, 2015 15:31:49 GMT
so looking at my edited emd in xenoviewer vs the original, my edited model doesn't have anything in the "material pack" where as the original has a few things in it. how did this happen? could this be the reason for the problem? yep probably and if you don't have materials in the material pack that might be the reason why you get a black bust when you renamed the textures
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Post by orbit088 on Apr 7, 2015 15:34:52 GMT
so looking at my edited emd in xenoviewer vs the original, my edited model doesn't have anything in the "material pack" where as the original has a few things in it. how did this happen? could this be the reason for the problem? yep probably and if you don't have materials in the material pack that might be the reason why you get a black bust when you renamed the textures Ok, so we've found what the problem is, now how do I fix it lol? I don't suppose I can just copy and paste in xenoviewer lol. BTW, thanks for being awesome with the responses and advice
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