Umm, a little help please -1 reply

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Dantrag

Shaders, usefull yet trouble

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30th July 2007

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#1 10 years ago

I'm trying to create a Yamato-model (Vergil's katana from DMC3) for JKA. I actually have the model ready, it's uvw mapped and I've made an initial skin for it so I could test it in game to see if it was the right size etc.

I'm not sure what the problem is but, I had to export the model into an .md3 through another program since I couldn't find an .md3-exporter for 3dsmax 9. When I try use md3view to turn it into a .glm I get the following error:

Error in "D.\Star Wars Jedi Academy\GameData\Base\models\weapons2\saber_yamato\yamato.md3", mesh "Tsuba".

Error(s) loading mesh: headerSize(6276) != 108

I have no idea what that means. Is the program trying to say that there's too much stuff in the tsuba (Which I find hard to believe as I've done more complex lightsaber hilts without any problems) or did something go wrong when I exported it into an md3.

Spoiler: Show
yamato.jpg

Any help would be appreciated, especially if you know about an md3-exporter for max9.




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#2 10 years ago

What program did you use to convert the model? I would recommend using GMax to convert it; I've used it before without any problems.




Dantrag

Shaders, usefull yet trouble

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#3 10 years ago

Sometimes I feel so stupid when the answer was so simple. Thanks a bunch, that helped.

The program I used before was Npherno's md3 exporter, I'm not sure if you've heard of it.




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#4 10 years ago

Don't feel stupid, just be glad the problem had an easy solution. =p




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#5 10 years ago

You fixed the problem quicker than most people do.




Dantrag

Shaders, usefull yet trouble

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30th July 2007

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#6 10 years ago

Yes, well I didn't even have Gmax installed at that moment so it didn't even cross my mind that I could use it to import max9-files. But it worked really well.

Now the model itselt isn't 100% accurate to the original but I tried to make the best of my rather poor modelling skills. The blade doesn't have a groove since I tried to cut down the polygon and vertex amounts as I needed more in the actual hilt and the tsuba (handguard). And I'm not exactly all that great of a skinner so please don't hang me :D

How it looks so far

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shot0025.jpg
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shot0036.jpg
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shot0042.jpg
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shot0047.jpg
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shot0055.jpg

The grip still needs quite a bit of work, it's propably the biggest pain to skin, I'm not sure how it will turn out...

I'll try to make it looks as close as possible to this http://images.wikia.com/devilmaycry/images/4/42/Yamato_3.jpg




Dantrag

Shaders, usefull yet trouble

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30th July 2007

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#7 10 years ago

Well the model and the skin is pretty much finished now. The only thing that is still causing a bit of a problem is the shader. The shader is causing parts of the hilt that are not supposed to have a metallic reflection to have one.

Spoiler: Show
shot0091.jpg

The shader that I'm usingmodels/weapons2/saber_yamato/Blade { // Diffuse texture settings

// Specularity texture settings

q3map_nolightmap { map models/weapons2/saber_yamato/blade blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_yamato/blade_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_yamato/saber_enviro blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment } } models/weapons2/saber_yamato/Tsuka { // Diffuse texture settings // Specularity texture settings q3map_nolightmap { map models/weapons2/saber_yamato/tsuka blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_yamato/tsuka_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_yamato/hilt_enviro blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment } } models/weapons2/saber_yamato/Tsuba { // Diffuse texture settings

// Specularity texture settings

q3map_nolightmap { map models/weapons2/saber_yamato/tsuba blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_yamato/tsuba_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_yamato/hilt_enviro blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment } }

The bolded part is the one causing the error. Now I have heard off and have read some tutorials that talk about shaders that use .tga-images and use alpha-layers to determine which parts of the images are affected by the shader but I've never really understood what they tried to say.

If I were to try to use that method what would I have to do to the images? From what I understood from the Qbranch-tutorial, if I were to use the alpha-layer method, the parts that would be affected by the shader would have to be colored black and everything else would have to be colored white in the alpha-layer, correct? Would I have to do this alpha layering in both the source image and the spec-image?

And would it be possible to make the non-metallic/reflective parts react to lighting by simply removing the enviroment-part of the shader so that it wouldn't be reflective? Simply, just keeping the source image and the spec image?

Any help would be appreciated :)




Dantrag

Shaders, usefull yet trouble

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30th July 2007

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#8 10 years ago

Well I got tired of waiting for answers so I went a head and detached the handle from the metal parts, luckily the uvw-maps didn't reset themselves so I didn't have to do everything from the start.

Spoiler: Show
shot0169.jpg

If anybody wants to download it you can do it from here RapidShare: Easy Filehosting

I might upload it to jk3files later when I also finish the sheath that I'm working on.

Still any info about my previous question about alpha-layers and shaders would be appreciated.