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[TOOL] Santos Tools 2 - UPDATED 14-10 - Sound Editor 0.3.0 released!

  1. #151
    Models are blank when viewer can't find the textures. You need to set the archive path properly. (Edit->Settings)

  2. #152
    With the talk of the mesh inside a mesh, it got me thinking about something. My model is smaller than the average IG body, so MAYBE my model is actually there. And it is... Textured and everything, but still.... that other mesh over it I cannot figure out where IT is!
    I really don't know what to make of this.

    My model works....but its inside the other model. Now I've checked wargear, I've check animations theres NO reference to this ghost mesh in the RBF, so I'm thinking theres a model file attached doing this. So I checked with the guardsman model with the animations attached. Its blank. it's just got animation references. and there was not unusual draging vertex with the model.

    But hey... least I figured out it doesn't crash the game. Just nothings still working properly... The Karskin armor stopped showing and the head won't reference it's texture unless its the first to be loaded.

    After a bit further of testing I am dumbfounded STILL.... as it turns out.. there are actually FOUR meshes.... each smaller than the next....

  3. #153
    it's just got animation references
    If this means the "animator atachement" or something that's on the rbf files then that's probably the problem, for example if you to the Force Commander's rbf and add a animator attachment for "Space_Marine_Head" the force commander will appear in game with a Space Marine head, but the FC's head will still be underneath it.

  4. #154
    well thats because they used heads with attachments like jumpacks and teleporters and banners. But basically I'm havin trouble figuring out WHICH of the other references it is.

    But see heres the wierd thing. If you'll notice my models got the SLEENDERMAN thing going on with the internal mesh, but my Commissar and medic got the same problem with no overmesh.
    Last edited by Eihger; 10th Apr 10 at 2:42 PM.

  5. #155
    Certifiably insane Kresjah's Avatar
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    Eigher: I suggest then that you remove ALL animator attachments, then first add in only yours, and check it ingame. If it contains only your parts, then you start adding the others back one by one, testing each time you add one until you find out which one it is that's messing up. Searching by deduction.

    EDIT: Alternatively, you can try recreating the setup from the RBF in the model viewer to find out which of the attachments contain the parts you want removed.
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  6. #156
    The body still crashes the model viewer some some reason...

    Man I am just ready to call it quits on this project...

  7. #157
    Certifiably insane Kresjah's Avatar
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    Then what about trying the suggestion I gave before my edit?

  8. #158
    Senior Member horusheretic's Avatar
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    eihger, dont give up. hopefully this may inspire you.



    completly custom meshes are possible. ive had little major errors all though i am a bit wiser to fixing them now

    its certainly inspired me more and i was already inspired

    try the actual animation skeleton for the guardsman. it might have armour and such on it already, which would explain partially the extra models.

    if it doesnt then im lost too.
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  9. #159
    Certifiably insane Kresjah's Avatar
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    The Guardsman animation skeleton has no pieces on it, just for the record. Like with most other units, it's seperated into a skeleton only file and wargear pieces.

  10. #160
    Well remember I removed ALL wargear animations from the rbf and it STILL showed up.

    ALL no wargear,there is only FLOATING GUN, but yet, body... and like I said in my edit, I found 4 meshes in my model. I'll try and get a screen shot of that, but imagine my first picture, only russian dolled.

    EDIT: I'll try and have results of further testing tonight, but I have work in a very short time. so I can't test too much... only dream...

  11. #161
    Wondering if a mod could split this thread? :P Not to be a jerk, but this thread has been partially derailed and its somewhat difficult to follow Santos' progress. Perhaps we should all relegate our difficulties to the tutorial threads.

  12. #162

    Santos Tools 2 v0.4 released!

    Santos Tools 2 v0.4 released!

    This release contains a new tool: Material Editor. This tool lets you edit materials stored inside MODEL files without the need for 3D Studio MAX. What's even better, you can actually see what you're doing, as every material parameter change is immediately visible in the viewport!



    Usage of the program is pretty straightforward. Open MODEL file, change some parameters and save it back. To get a nice display of the model you may want to tweak lights (Edit->Lights) and team colours (Edit->Team Colours). There are currently only two lights exposed in the UI. There's more lights (and other parameters) to be set in the shader but I don't have a good understanding of these values yet. Because of this lighting some objects properly may be quite difficult at the moment. Please see the readme file for more details and have fun!
    Last edited by Santos; 13th Apr 10 at 6:23 AM.

  13. #163
    Senior Member horusheretic's Avatar
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    ok, after a quick 5 mins of peeking in the new tool, wouldnt it be better to have the texture thing combined with the model viewer? since they are mostly using the same layouts, files options etc.

    the texture part could easily be worked in to the actual materials part in the model viewer.
    Last edited by horusheretic; 11th Apr 10 at 9:37 AM.

  14. #164
    Yes, that's the plan. I need to rewrite some parts of the old viewer in Direct3D and I can't tell how long it will take me to do this. For this reason I decided to strip some features, like animations, temporarily and release it today. Eventually both programs will be merged into one.

  15. #165
    Senior Member horusheretic's Avatar
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    for some reason i get black textures on all the models i load up in the material editor.

    ive set the paths and even all the textures, shaders and such are extracted. the models even show up fine in the model viewer :s

    Edit: it seems to crash on me when i try to open the guardian common mesh in the troops wargear folder using the material editor. :s

  16. #166
    Try tweaking lighting a bit. Default settings for lights and team colours make models pretty much black.

    This guardian (art/race_eldar/troops_wargear/armour/guardian_common.model)?


  17. #167
    Senior Member horusheretic's Avatar
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    even changing the team colours and lights have no effect.

  18. #168
    Hmm, is it absolutely pure black? Can you post a screenshot?

  19. #169
    Senior Member horusheretic's Avatar
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    ive also tried tweaking all sorts of values there with no success too. as you can see the textures are fine, it just doesnt show them up for me in the material editor.

  20. #170
    I get the same error as Horus. I tweaked lighting and team colors, no change. When changing the path to an invalid one the model is completely invisible so I know its seeing the correct path.

  21. #171
    I can only reproduce this error when textures are missing but if your paths are correct it must be something else. You may want to check if your DirectX is up to date but I suppose it is. I'm adding a little bit of logging to this application right now which should help us in finding out what is the problem here.

  22. #172
    Ok, here's a version of material editor which does some logging when loading materials. Open a model file and check log.txt for any errors.

    http://hotfile.com/dl/37465906/ad5eb...ditor.rar.html

  23. #173
    Senior Member horusheretic's Avatar
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    Code:
    21:28:44: [DEBUG] Direct3D initialized 
    21:28:44: [DEBUG] Direct3D device created 
    21:29:35: [WARNING] Qt has caught an exception thrown from an event handler. Throwing
    exceptions from an event handler is not supported in Qt. You must
    reimplement QApplication::notify() and catch all exceptions there.
    thats what i got when i tried to open the guardian common file.

    and this is what i got when playing around with as many settings as i could on a file that does load...
    Code:
    21:32:41: [DEBUG] Direct3D initialized 
    21:32:41: [DEBUG] Direct3D device created 
    21:35:43: [DEBUG] Direct3D device released 
    21:35:43: [DEBUG] Direct3D released

  24. #174
    There are no errors so all the textures are loading fine. It must be a display error than...

  25. #175
    Certifiably insane Kresjah's Avatar
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    Getting the same unlit (black) model as others seem to do. Running standard setting apart from the path naturally. Opening Gabriel's Power Armour, changed light settings and diffuse color, the closed up. This is the log produced (and pretty much all wargear I've opened seem to have a reference to a gloss map, but none of them actually exist, hence I assume that shouldn't really have freaked out the edit). This is an unedited, Relic model btw.

    Code:
    22:54:20: [DEBUG] Direct3D initialized 
    22:54:20: [DEBUG] Direct3D device created 
    22:55:07: [WARNING] Failed to load texture: "D:\Dow2studio\dow2-2-2-project\data\art\race_marine\troops_wargear\armour\power_armour_gabriel\power_armour_gabriel_gls.dds" (D3DXERR_INVALIDDATA) 
    22:55:07: [WARNING] Failed to load texture: "D:\Dow2studio\dow2-2-2-project\data\art\race_marine\troops_wargear\armour\power_armour_gabriel\power_armour_gabriel_gls.dds" (D3DXERR_INVALIDDATA) 
    22:55:50: [DEBUG] Direct3D device released 
    22:55:50: [DEBUG] Direct3D released
    Out of curiosity: What lighting settings did you use i.e. for the common Guardian above? Just to rule that out as a potential problem.

  26. #176
    Senior Member horusheretic's Avatar
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    i just clone one of the specular textures and rename them since i cant find where these gloss textures are either if they do exist

  27. #177
    Gloss map is completely unused. Don't worry about it.

  28. #178
    Yep, gloss textures are not used.

    Try this one out: http://hotfile.com/dl/37478857/122df...ditor.rar.html

    My settings for the guardian are included.

  29. #179
    Maybe rapidshare instead of hotfile? :P It has some pretty annoying restrictions. 60 sec to wait for DL and crazy small bandwith limitation with 1 hour refresh.

    [edit]
    Still all black.

    My log
    17:23:33: [DEBUG] Direct3D initialized
    17:23:33: [DEBUG] Direct3D device created
    17:24:06: [WARNING] Failed to load texture: "D:\Tools\DoW2Tools\Archive\201\art\race_eldar\troops_wargear\armour\guardian_common\guardian_head_common_gls.dds" (D3DXERR_INVALIDDATA)
    17:24:06: [WARNING] Failed to load texture: "D:\Tools\DoW2Tools\Archive\201\art\race_eldar\troops_wargear\armour\guardian_common\guardian_common_gls.dds" (D3DXERR_INVALIDDATA)
    17:24:06: [WARNING] Failed to load texture: "D:\Tools\DoW2Tools\Archive\201\art\race_eldar\troops_wargear\armour\guardian_common\guardian_common_gls.dds" (D3DXERR_INVALIDDATA)
    17:24:19: [DEBUG] Direct3D device released
    17:24:19: [DEBUG] Direct3D released
    I notice the warning regarding the gloss. Don't try to load the gloss maps? Then again if that was the issue it wouldn't work for you either.

  30. #180
    Certifiably insane Kresjah's Avatar
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    Did the same thing as last time, just not changing any lights and instead using your default settings (so I'm not posting any logs).



    As for gloss, I'm aware it isn't used. I was just mentioning it so as to avoid someone pulling the "your path is incorrect" card on me without really reading what textures it were complaining about.

  31. #181
    Senior Member horusheretic's Avatar
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    media fire i find is a lot better than both...

    anywho, perhaps you've refferenced something in the code that we dont have somewhere?

  32. #182
    I got some progress with this...sort of. After installing newest NVidia drivers, I'm having this problem myself.

    Edit: Got it to work...somewhat. Model displays with textures but only in the 'Standard' technique. It doesn't look at all like it used to, dynamic lighting and reflections just disappeared...

    http://rapidshare.com/files/37480653...rialEditor.rar
    Last edited by Santos; 11th Apr 10 at 4:10 PM.

  33. #183
    does this update fix the truncated models, and possibly make my life a bit easier?

  34. #184
    By the way Eihger, i was thinking that your 2 on 1 model problem could be tied to how Relic has done the Ig when compared to the rest of the units on the game, if you notice the IG's squad's units are actually randomized unlike every other squad in game, wouldn't it be possible that this is the source of your problem? Maybe you should look at the EBPS instead of the SBPS.

  35. #185
    Shuma thats a good point, but they are not actually randomized. See the IG have 5 different models, with 5 corresponding gearsets.

    see Trooper 1 is Common_a Trooper 2 is Common_b and so on.

    but yes I have looked into it being a cross read issiue, and I just cannot figure out the ghost mesh... its still there no matter what I do, But the strangest thing is, that the body texture actually show up. but not the head texture.

  36. #186
    Why don't you try importing->modifying->exporting a Space marine model+textures+crap if it works then it means that the issue is actually with the IG, and not with whatever you're doing.

    Edit:

    Also, i got it to work and it's... Magnificent.

    big picture



    Just some texture issues here and there to fix and i'll be on business. A thousand thanks to Bro Santos who was kind enough to come back to the community with hands full of presents.
    Last edited by Shuma; 11th Apr 10 at 9:20 PM. Reason: Whoops, forgot Spoiler Tag

  37. #187
    Member baz443311's Avatar
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    thank you for the update. ive been waiting for something like this.

  38. #188
    I uploaded v4 to ModDB. Much better than waiting at Rapidshare. Fantastic work Santos!

  39. #189

    Santos Tools 2 v0.41 released!

    Santos Tools 2 v0.41 released!

    This is a bugfix release. Material Editor should now display models properly. It's still not perfect, only Standard (High) technique works, there's no dynamic lighting and no reflections on models. Amazingly all these features worked before I updated my graphics drivers. I hope to further improve model display in next releases but this is the best I can get right now.

    Last edited by Santos; 15th Apr 10 at 9:20 AM.

  40. #190
    Senior Member horusheretic's Avatar
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    would it be a little annoyance to add a button next to the reload button on each texture path to actually open up the texture in its default program?

    say i have PS set as default editor, i click the open button and texture loads in program.

    its just one of those little convenient things that goes along way the more you use it

  41. #191
    Noted. I'm also thinking auto reloading edited textures would be a nice addition.

  42. #192
    The exporter keeps exporting small files, 9kb in size. and nothing shows up. Its not exporting the mesh at all, but it still loads up. it just won't show up in game or in viewer.

    listener



    thats what the listener says, I don't know if its skipping the mesh or whats going on, but the export is coming up dry, but not empty.

  43. #193
    Senior Member horusheretic's Avatar
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    what does it show in the model viewer?

  44. #194
    Nothing at all
    Nothing at all
    Nothing at all

    So I used a different max file to export it, and it exported the mesh JUST FINE, it showed up in the model viewer and I thought " HURRAY It might finally work"

    So I boot up the game, the game crashes IMMEDIATELY, and I can't open it in the model viewer without having it crash.

    this sorta happened before. I was able to export the mesh, and it worked in the viewer, untill I added anything to it, then it dissapeared from the viewer and from the game, it went from a 46kb file to a 9kb file and wouldn't show up in game...

    WARNINGLOG



    WARNINGLOG1


  45. #195
    Senior Member horusheretic's Avatar
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    well i mean the model viewer log. it gives a better explanation than the game will in this case.

  46. #196
    wheres that log at? and I've already replaced the ad file twice over by now so thats kinda pointless, but I CAN re-extract it...

  47. #197
    Senior Member horusheretic's Avatar
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    the log file is in the same folder as the model viewer. conveniently called logfile or something like that.

  48. #198
    EDITED for courtesy to not add another post

    LOG

    Last edited by Eihger; 14th Apr 10 at 10:46 PM.

  49. #199
    Senior Member horusheretic's Avatar
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    my mistake its called "ogre"

  50. #200
    @Eihger

    Exporter will skip a mesh if it's not named correctly ([group]:[lod]:[mesh]) or if it ain't MAX Editable Mesh.

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