JK3 model - UV Map problem -1 reply

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Shakeno

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26th June 2006

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#1 12 years ago

Hi...

I would like to know if you can help me with the skin of my first JK3 model... Carcass compiles the model... well, not perfectly, I don't know if it's a compiler problem or an exporter problem.

When I open the Root.XSI of my model in Deep Exploration, I see the UV mapping is OK, and carcass.exe compiles it OK, but when I open the generated GLM, textures are just solid colors, I mean, looks like the UV mapping has been scaled by 0.001, and all the model parts are loading just 1 pixel of the full texture. But there is also another thing I see strange: the eyes of the model are "well" mapped, not very well, but at least they are not just solid colors, and I can see their UV Mapping is wrong... because 1 eye is looking up and the other eye is looking down...

Is there something I should know to make the UV mapping work? I use both JPG and PNG images, sizes are 128x128, 256x256 and 128x256. PNG's use alpha mapping...

I hope you can help me :( Thank you!!

P.S: Forgot to say! I also tried making a .shader file and the model_default.skin file with all parts calling for their textures ;) **************************************************

OK, I discovered is an export problem. Also I discovered how to split the model withouth destroying envelopes in 3DSMax 6, but, I export with the XSI export plugin which I found in the psykopat's website and CARCASS tells me that I need to rebuild the hierarchy... I don't know what to do with this... can anyone help me? (Error code = 19)

P.S: Sorry for my bad English!




Zach

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5th July 2005

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#2 12 years ago

Psychosith has a heirarchy auto-link script on his site.




Shakeno

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#3 12 years ago

Does it work with 3DStudio Max 6? I thought it was for 3DStudio Max 5 :lol:

Ok, I'll test it :)




Zach

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#4 12 years ago

Yes. Considering it works for Max 7, it'll work for max 6. :)




Shakeno

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#5 12 years ago

It keeps saying the same thing :(

I'll explain what I do: 1.- I open the .MAX file in 3D Studio Max 6 2.- I run the script (MAXscript --> Run script) 3.- I export it as Root.xsi with the XSI exporter plugin found in psykopat's site. These are the options I use to export it: - Include: Materials/textures, IK/Weights - File type: ASCII - Options: Triangulate, Convert unsuported objects to nulls - Normals: Vertex (ignoring smoothing groups) - Skeletons: Convert bones to Nulls 4.- I open _humanoid.gla in Assimilate and click build 5.- It starts compiling the model, but I get this error: Error: Model has 16 surfaces, but only 1 can be reached by recursing from surface 0 (' ( Press any Key ... )

What am I doing wrong?




Inyri Forge VIP Member

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#6 12 years ago

The script will only work for normally-labeled body parts. If you have things like a holster in there, or a cape, the auto-linker won't link it and you will still have to link it manually.

That error is basically saying "Hi, please link up your model!"




Shakeno

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#7 12 years ago

Yes, it has holsters :( Where can I find any tutorial/software (or something about) for manual linking?




Inyri Forge VIP Member

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#8 12 years ago

I have 3DS Max 7, but I imagine the tool buttons look about the same.

linker.jpg

After you click link, you just click on the object you want to link, then drag the mouse to the parent and they will be linked. For more precise linking you can use the schematic view, which will open up a new window with similar linking and unlinking tools (hover your mouse over the buttons to see the names - link should come up "connect" in schematic view).

schematic.jpg




Shakeno

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#9 12 years ago

Ok, thank you... just a little question... does geometry need to be linked too? or only bones?




Inyri Forge VIP Member

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#10 12 years ago

You don't need to worry about the bones, because they should be linked already if you use Psyk0sith's skeleton. All the geometry needs to be linked, though. Like the head, and the torso, and the holsters, and the eyes, etc etc.




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