Page 5 of 16 FirstFirst 123456789101112131415 ... LastLast
Results 201 to 250 of 785

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

  1. #201

    Santos Tools 2 v0.42 released!

    Santos Tools 2 v0.42 released!

    This release contains a number of fixes and improvements to Material Editor. As requested it is now possible to open a texture for editing from within the program. Textures will be opened in the default editor set for DDS files in the operating system. Modified textures will now be automatically reloaded when program window is activated (this can be turned off in the settings if needed). Rendering of models has been improved again, all shader techniques now work. Camera can now be zoomed by using mouse wheel and it can be rotated around the model automatically.

    On a side note:

    While playing around with material parameters I discovered how to make a texture transparent. All you need to do is to create a proper alpha channel in diffuse texture and (this is important) turn on 'alphaTest' flag for the material that is using this texture, like this:

    Last edited by Santos; 21st Apr 10 at 3:10 PM.

  2. #202
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    my day just got better
    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.

  3. #203
    Just wanted to say once again, thank you!

  4. #204
    WOOTS and Santos That was a big DERP on my end. thanks for catching it. going to install the new thing and see how well that fares.

    Edit: You wana look at rapidshare again? its 3.5

    And Hotfile is not working.

    EDIT: Well at least there some good news. finally got that damn armor to show up in the game. Just not the other one. Which is still under the ghost mesh. Other than a few skinning irregularities it works fine.


    EDIT: Maybe I did get the new version because all of a sudden Nothing is working YET A FUCKING GAIN!

    Listener



    ???

    Last edited by Eihger; 15th Apr 10 at 11:34 AM.

  5. #205
    Both links are working and both are pointing to the right file Eihger. As for this error of yours...uh I don't know, try exporting empty scene and see if it works without errors.

    EDIT: Also try opening 'Export Options' dialog before exporting. This should create 'customModelData' property you're missing.

  6. #206
    well the rar said 3.5 and theres no Texture editor or anything.

    but there definatly a change in options, and I'm not too terribly fond of the shader. I quick comparison the older model file is much darker, even though its still pink

    So what does pink mean? Its referencing the right textures so I don't get it.

  7. #207
    3.5? What the hell is 3.5? Current version is 0.42. And no material editor? WTF

    The new file is called: 'SantosTools2_v0.42.rar'. Double check if you have the right one.

    Pink? What exactly is pink?!

  8. #208
    eer .35 I mean sorry and yes No material exporter, I downloaded from Rapishare I tried Hotfile but it kept saying wrong code....

    So basically I have more god FUCK YOU going on.
    I just want it to work.... thats all.

    Do you have to set options EVERY time? because thats a bit of a step back don't you think?

    Edit: Pink texures, see the picture in a few of my postss back.

    while we are at it heres the log for the model viewer every time I try to load the dead model.

    Log


  9. #209
    Well seems clear to me you simply downloaded an old version.... click the new link. Yes, you have to set the options every time because it includes a .ini file and its overwriting yours.

  10. #210
    I used the link in his LATEST POST the one with the Chaos Banner

  11. #211
    Hmm, try clearing your browser cache.

    These are the raw links to the new version:
    http://hotfile.com/dl/38069260/7907c...v0.42.rar.html
    http://rapidshare.com/files/37622228...ols2_v0.42.rar

    You don't have to set the options every time but you should do this at least once per model.

    Ah, you mean that helmet. Either your texture paths are wrong or game can't load the textures for some other reason (files are not there, they have wrong format etc.).

  12. #212
    All the files are referenced correctaly... So I have NO clue whats going on. I'm REALLY scared to try exporting the headagain.. like absolutely terrified. I'm fucking ECSTATIC that its even PINK. but the last export I did, it made the shaders go overboard and its was pretty much think black shadow all over the face.

    EDIT: well, finnaly as it turns out there was just ONE texture out of place and the whole thing whent pink.

    Now its just a matter of fine tuning the textures so she doesn't look like Billy Defou. Aftr that the last two hurdles, getting the death body to work and figuring out the ghost mesh.


    yaaaaay progress....
    Last edited by Eihger; 15th Apr 10 at 4:02 PM.

  13. #213
    All the files are referenced correctaly... So I have NO clue whats going on.
    They're not. Pink is Relic's color for "can't find texture"
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  14. #214
    Well I figured out the ghost mesh, and not one of you would have EVER figured it out... I solved it purely on coincidence.

    Now The Karskin Squad in my mod can't have the sergeant first otherwise squad icons go away, but when I moved the sergeant to the top to see my map working in game without launching a mission I noticed that the ghost mesh ENTIRELY disappeared and my old mesh is working perfectly in game aside from being SLEENDERMAAN OH GOD! Which brings me to my next point, All I needed to do to the old mesh was re size it so it fits. Um if anyone has my old model, I'd kinda like that.

    But there ya have it. The ghost mesh was entirely relic sided. Now I just need to add squad icons to my sergeants ebps file and resize the mesh and its done...

    EDIT: Nope... can't be that simple, every time I resize the skeleton and mesh, the skin kills itself when it reaches the game and it turns into the stretchy good thing. Now I am absolutely bad as skinning so to just be able to get the damn skin into the game would be just dandy... SO I figured my problem is, the mesh is the right size, the bone s are too small. If I removed the skin in ANYWAY the model is compromized. If I cut and paste the mesh changes with the bones...

    So as a last ditch effort I imported a new IG body mesh into max, Modeled it to how I wanted it... AND IT STILL SLENDERMANS!

    Heres the kicker. She works PERFECTLY in the model viewer now. Until I add animation, then the body FREAKS OUT!

    SO I'm but at a more visually appeasing square one again.
    Last edited by Eihger; 15th Apr 10 at 8:54 PM.

  15. #215
    These tools rock. I was just wondering, is there any way to convert these to work for blender? I'm too cheap to buy 3ds max.

  16. #216
    try to get an educational version of Max, it should be free, you just can't do any commercial work with it.

  17. #217
    try to get an educational version of Max, it should be free, you just can't do any commercial work with it.
    I have considered it, but I got the feeling that getting an educational version when I'm not in college was not the right thing to do. I think I will save up for this cheap version of 2010 that I found: http://bestadobe.com/shop/item/334/

  18. Modding Senior Member  #218
    @Kartoffel:
    I would not trust this website. They're offering you software for incredibly cheap prices (how can you save 800$ and still make profit!?) and a quick google-search for their website brought up lots of results telling me they sell pirated stuff. Don't buy there. See here.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  19. #219
    wow. thanks. saved me $300 wasted dollars. I didn't think it was selling stuff that was potentially pirated.

    Wait, it says that they're an autodesk authorized reseller...
    Last edited by Kartoffel; 17th Apr 10 at 6:11 AM. Reason: just noticed something
    The more Dakka, the merrier.

  20. #220
    The 22nd Hyperspace Core Corsix's Avatar
    Join Date
    Sep 2004
    Location
    Oxford
    Wait, it says that they're an autodesk authorized reseller...
    Anybody can stick the "Autodesk authorized reseller" logo on their website , but it doesn't make them an Autodesk authorized reseller. For instance, they also have a McAfee logo on their site, yet "McAfee TrustedSource web reputation analysis found potential security risks with this site".

  21. #221
    That makes sense. I will not trust that site then.
    Last edited by Kartoffel; 17th Apr 10 at 10:46 AM. Reason: typo from iphone

  22. #222
    Something that's bugged me:

    In the Material Editor, you can't just type in a texture location, you have to either browse to it or paste something.

    The only things I have out-of-archive are the projects I'm working on, so I don't have every texture unpacked and ready to point to. I've started keeping a list of default textures to copy and paste, but I thought I'd bring it up for being perhaps a bit counter-intuitive.

    I think I'm one version behind so maybe this was changed, apologies if so.

    Keep up the amazing work.

  23. #223
    @Kartoffel

    It is possible to convert the scripts to Blender (or any other 3D software for that matter) but of course it requires some time and effort. I want to do a version for Blender at some point, but I don't have enough time at the moment. If you're familiar with Blender API you could try doing this yourself. Scripts are open sourced and MODEL file format description is also available here (though still incomplete).

    @Kolaris

    Indeed. It will be fixed in next version.

  24. #224
    The set export path in the export options, Can it be removed?
    Every time I export a model the path stays universal, so if I'm working on the body but I had just recently exported the head ina seperate max file, the path stays on the head.

    I fail to see how this is different than before where you had to set it each and every time, only now there is a chance you'll overwrite your files.

    EDIT: For some reason when I export said body, the skeleton tripples in size so the animations become, well.
    it goes from this, working normaly


    to this

  25. #225
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    the dow 1 mod type directory system should be used instead.

  26. #226
    Emperor have mercy on you, what's going on with that guardsmen? He appears to be melting.

  27. #227
    each bone grows in size, and I don't know why. The model is the right size, I completely remade the model by importing the Chaos Rising Guard model not the Vanilla model. So the kin itself hasn't changed, neither have any of the bones.. so I just don't know whats going on.

    it can never be that simple... ever

  28. #228
    If i may ask, what are you even trying to do with the model?

  29. #229
    Use it like every other Guard model. It's got the game skin, the same rigging the same EVERYTHING. I added NO vertetexes or edges. I modified the model only making it more feminine.

  30. #230
    So you're making a woman Guardsmen? Ok, why don't you tell us step by step what you have done, i mean, i think everyone but me has tried to help you so why not?

  31. #231
    Ok step 1
    Import model
    Step 2
    Change texture
    Step 3
    Save skin envelopes
    Step 3a
    Remove skin
    Step 4
    Rescale body to new shape (no need to change things on a small scale, just use the scale tool on the elements)
    Step 5
    Move arms closer to body
    Step 6
    Modify chest
    Step 7
    Reapply skin
    Step 7a
    add all bones in scene
    Step 7b
    Load saved envelope
    Step 8
    Export model

    I do this for each of the lod meshes.

    At no point is a vertex added or removed. very minor changes to the mesh actually occur.

  32. #232
    So the model does export? And the texture shows correctly? 'cause then it be a problem with the bones, and i know nothing about bones. Haven't touched a single bone in the small modifications i've done, or the skin modifier for that matter.

  33. #233
    everything else works fne, its just the rigging.

    and I have no clue why..

  34. #234
    @Eihger

    Export path is not universal. You can set a unique path for every model you're working on and save it into max scene file.

    Your guardsman looks weird indeed. The model is quite distored so this might be a skinning problem. Can I get a look at your files?

  35. #235
    Should i ask "Why are you even touching the bones"? I mean, i've done some little modifications here and there and i haven't touched a single bone and i've had no problem with anything.

  36. #236
    Let me make this as clear as possible

    I DO NOT EDIT THE BONES IN ANY WAY!

  37. #237
    Save skin envelopes
    add all bones in scene
    As far as i know this 2 things have to do with bones.

  38. #238
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    as in to the skin modifier.

    that doesn't change the bones themselves and is needed for most meshes.

    although now that i think about it... try it with a new skin modifier. not a saved and loaded one since your essentially copying an old one on meshes that it wasn't originally made for.

    this is sometimes one of the small things that make the mesh deform strangely to bones

  39. #239
    (Sorry if I'm missing something here, got lost among the jibber jabber).

    Did you weigh the mesh correctly to the bones or did you simply save and apply them? Sometimes Max screws up the weights, even when saved.

    Other then that, what about a different model? Does it gives the same issues?

    Since you're not changing the bones placement and sizes, and are applying the same weights back to the mesh, it should work correctly. Strange.

  40. #240
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    yes but its not exactly the same mesh if youve added something to it, making the old wieghts now incorrect.

    sometimes they will work out and sometimes they dont.

    NTL its better to give them a new skin modifier or go through and correct the old wieghting.

  41. #241
    I had a look at Eihger's file and in short: skeleton was messed up. He swears he didn't touch anything of course...

  42. #242
    I haven't TOUCHED the max file since I gave it to you, this is it JUST opened.

    DO YOU SEE ANYTHING WRONG WITH THE FUCKING BONES!


    I DIDN'T THINK SO!

  43. #243
    DO YOU SEE ANYTHING WRONG WITH THE FUCKING BONES!
    Yes. It seems to me you just took the old gurdsman skeleton and resized it to fit your model.


  44. #244
    Member baz443311's Avatar
    Join Date
    Dec 2008
    Location
    Ireland
    Eihger you want to calm down.

  45. #245
    see this is where things get, weird. I started with a fresh new scene, fresh new import, fresh new mesh... there should be NO WAY that the old skeleton is present.

    Sorry for anger. Just random crap is always coming up.

    So Tomorrow I'll start on restart number 5 see if anything changes..
    Last edited by Eihger; 21st Apr 10 at 4:08 AM.

  46. #246
    I thought that in games, the Bone's 'size' is on the same tree with the animation.

    This means if you change the size of the bones, the animation won't work, because they're accounted and baked with the default and already created bone base.

    So you change that, the animation get screwed. That is 'changing' the bones.

    And so far, I don't know of ANY game that doesn't have this issue.

    So what Santos posted and said is correct.

  47. Modding Senior Member Dawn of War Senior Member  #247
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    As a moderation note, we'll be keeping an eye on this thread. Any further raging at the tool creator for trying to help with problems OR excessive smart-assery about the problems of others will result in people taking a break from the thread for a while until they can gain some perspective.
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  48. #248

    Santos Tools 2 v0.45 released!

    Santos Tools 2 v0.45 released!

    This release contains an updated version of, what it used to be called, Material Editor. Model Viewer and Material Editor have been merged into one program - Model Editor. Application has pretty much the same functionality as old Model Viewer and of course you can still edit materials with it. Animations are back and so are attachments. Plus there are some new features implemented, you can read about them below.

    Model Sets

    Attached models can now be saved into file (with 'Save Set' button) and loaded back (with 'Load Set' button). They will be saved into a file with '.modelset' extension. This is just a simple text file that lists model to attach and it looks something like this:

    art\race_marine\troops\space_marine\space_marine
    art\race_marine\troops_wargear\armour\power_armour_common\power_armour_common
    art\race_marine\troops_wargear\heads\space_marine\space_marine_head
    art\race_marine\troops_wargear\weapons_ranged\bolter_common\bolter_common


    NOTE: As you can see all paths are relative and without '.model' extension. To make this feature work archive path needs to be set correctly!

    First line points to the base model and the rest are attachments. Base model will be ignored if you load the set from 'Attachments' panel but this file can also be opened via the Main Menu with File->Open just like the normal '.model' file. In this case program will load the base model first and attach all remaining models to it.



    Animations

    Animations are now loaded from HKANIM files by default. This is not only faster (loading 100MB in one file is much faster than loading a hundred 1MB files) but this is actually the real source of animations in game. To my understanding game will never load animations from 'animations' folder if this file exists (even if it's empty, broken etc.).

    It is still possible to load animations from loose HKX file in the 'animations' folder, if needed. Just switch the right option in the settings.



    Markers

    Program can now display markers. Every marker has a small arrow pointing in its local Y direction. Attached effects will play in this direction in game, so this feature can be used to verify if marker is pointing the right way.



    Command Line Support

    Program can now be launched from command line with one option specifying the file to open, for example:

    DoW2ModelEditor space_marine.model

    will open Space Marine model (if it is in the same directory as the program, else you need to provide the full path). This might not sound terribly usefull but it actually allows to set Model Editor as the default editor for MODEL and MODELSET files in the operating system (right click the file, select 'Open With' and pick DoW2ModelEditor.exe). Opening a model with wargear attached with just one double click, how cool is that?
    Last edited by Santos; 27th Apr 10 at 11:36 AM.

  49. #249
    Very cool stuff.

  50. #250
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    are there any plans to ad the materials to the material drop down list when the attachments are loaded?

    that way, if you have the basic skeleton for the animations, and then add the attachments, you can still edit the materials on the loaded attachments without having to load them up one by one.

Page 5 of 16 FirstFirst 123456789101112131415 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •