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Old 07-23-2006, 07:48 AM   #1
Fuubjuh
models Transparent but also not
Ok i made a map in max and exported it to ase.
Got it in to a map in preditor be selecting "new model"
but the model seems to be transparent in a strange way.
Look at attachment.
shot.JPG
I tried to edit the maps with alpha channels or deleting the alpha channels.
The "bitmap" string in the ase file is correct so thats not it. this would also result
not displaying any texture at all.
The mtr file is correct in my opinion but i could be wrong.

My textures are at G:\Games\Prey\base\textures\canyon
so my mtr file looks like,


models/canyon/balcony_d.tga
{
qer_editorimage /textures/canyon/balcony_d.tga
matter_metal
bumpmap /textures/canyon/balcony_b.tga
diffusemap /textures/canyon/balcony_d.tga
specularmap /textures/canyon/balcony_s.tga

}


the bitmap string in the .ase is
*BITMAP "\\base\textures\canyon\cliff01_d.tga"
and this for every map spec in the file with the correct tga filename ofcourse.

Tga's are all 24 bit uncompressed

At this moment i havent got a clue
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Old 07-23-2006, 08:12 AM   #2
Bladeghost

Bladeghost's Avatar
Re: models Transparent but also not
Quote:
Originally Posted by Fuubjuh
models/canyon/balcony_d.tga
{
qer_editorimage /textures/canyon/balcony_d.tga
matter_metal
bumpmap /textures/canyon/balcony_b.tga
diffusemap /textures/canyon/balcony_d.tga
specularmap /textures/canyon/balcony_s.tga

}


the bitmap string in the .ase is
*BITMAP "\\base\textures\canyon\cliff01_d.tga"
and this for every map spec in the file with the correct tga filename ofcourse.

At this moment i havent got a clue
remove what I've marked in Blue in your .mtr file and see if that works the First line doesn't need the .tga reference, also move diffusemap over bumpmap not under it. you also have bumpmap marked as _b? bumpmaps should be renamed _local .as well as the bump texture.(balcony_local.tga) should models say textures instead? that could be a pathing issue.
In the .ase file you'll need to edit a line as well.
usually where it says *bitmap remove the C: and prey if it's there as it should only say
"//base/textures/canyon/balcony.tga(or cliff01) whichever is the case " in the .ase file when re-exporting it rewrites that in if you re-apply the texture ,just be sure to check that out and make sure.
that part seems to be correct but remove the _d
where I've pointed it out in blue.
let us know how it goes best luck with it.
Last edited by Bladeghost; 07-23-2006 at 08:46 AM.
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Old 07-23-2006, 12:20 PM   #3
Mrkat
Re: models Transparent but also not
TUTORIAL : getting custom models into D3 powered games

Just for clarity.. what BladeGhost mentioned above about file naming convention is a *preference* rather than a *requirement* - it's not a 'if you don't do it, it won't work' sort of thing - so long as you correctly reference the textures properly they can be called anything and be placed anywhere. Obviously for the sake of ease of production you'll want to keep everything in the same place.

Also in addition to the edits BG suggested you need to remove the '/' from in front of your material texture reference paths;

/textures/

should read as

textures/
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Old 07-23-2006, 12:35 PM   #4
Parkar

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Re: models Transparent but also not
the .tga in the ase file should be removed as well. You are referencing the material not the tga file.
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Old 07-23-2006, 05:15 PM   #5
Fuubjuh
Re: models Transparent but also not
First of all Thx for the very usefull reply's guys.

I did the changes yall suggested except for the removing of the _d cause i
thought i could try that later if everything else fails to change for the better.
But it did

Removed the tga extensions
Removed the "/"
Changed the "models" to "textures" in the mtr file

and now its all goood

So thx again for the help.
You made me happy again
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