Custom units anre Green?! -1 reply

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Guest

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#1 7 years ago

I cant figure out how to fix this problem. I have made a couple ships are they are all green. I have found out though that it is something in 3ds Max. Because when I export(say the MonCalCruiser) with out making any edits to it, it is green too. AND I also cannot see it in the file viewer it say "unable to open specified model" is there any sort of fix to this??? there must be because others have made ships and it all works

thanks




V.

For Vendetta!

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1st April 2008

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#2 7 years ago

That indicates that the textures are missing or don't seem to belong to the model anymore. I've had this problem too a few years ago but I don't know how to fix it anymore, sorry.




Geroenimo

Dread thinks I'm a special person

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11th April 2010

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#3 7 years ago

First at V. good idea to use that vid as a sign, spread the parodies!

Then about the problem, I might help with that. First of all, did you put a shader on the model? I'll asume you did, then which texture did you use? The name of the texture, then check if the texture file really exists in the Texture folder of either your mod or the normal FoC Data folder, then it should be like:

Programfiles/lucasarts/foc or eaw/data/art/textures and in there should be the texture.dds

Also, check the model if you used .dds, .tga or something else, the texture will appear green if you have lets say Doomship.tga on the model and Doomship.dds in the texture folder. Then after all this: Did you UVW map the model? If you haven't skinned the whole thing it'll appear green no matter what texture you smach into it.

Checking all this should help you to get the texture right. I might have forgotten something though I can't think of anything at the moment.




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#4 7 years ago

Thanks Geroenimo. I'll try all that out in a moment. I didn't UV mapped it. I didnt want to map anything yet until I know The Model would work. All Im doing to test it right now is replacing The MonCalCrusier with my own model whcih reminds me. When I I use my model I Can still see the Hardpoints of the MonCal flowating around. So where are they hardpoint models located because the seem to be sperate from the actual MonCal file?




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#5 7 years ago

Green models means you have no shaders. You must use the shaders for the Alamo engine (in the material editor) here is what you need EAW Modding Tutorials

The hardpoints are bones and are part of the model. When you import a model they are realy realy small, but they are there. Try hiding the meshes. you will be left with the bones.




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#6 7 years ago

Thanks a bunch Warb_Null. I'm gonna try that tutorial right now. I found the hardpoints. I just want to know how to edit the meshes that are actually attached to those bones.