Page 17 of 18

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-23 18:06
by CTRifle
white tile doesnt have a _c

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-23 18:22
by Outlawz7
[R-DEV]CTRifle wrote:white tile doesnt have a _c
That doesn't matter, the suffixes are for the benefit of puny humans.

I think BaseDirt may not be a valid technique. Use null_de and try BaseDetailDirt

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-23 21:01
by CaptMiller
thanks, I set null_de and it helped, but have new problem with dirt texture

I used iraq_di
And in 3ds max it looks fine
Image
Image
But after I exported, happened some shit with dirt channel, pls tell what I did wrong
Image
Image

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-24 07:25
by Rhino
LODs don't need their own col meshes. Col meshes are only part of LOD0 for each Geom (minus 1st person geoms), and unless its a destroyable static, there is only one Geom, one LOD0 and one set of cols.

I think I also mentioned this before but your textures are still seriously stretched and some of your UVs are even flat, like the roof walls on the dirt layer.
[R-DEV]Outlawz7 wrote:That doesn't matter, the suffixes are for the benefit of puny humans.
Mostly ye but in some cases, the suffixes do have an impact, but mainly on bundle meshes where you can't use _deb texture for the normal map of a bundlemesh etc.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-24 09:47
by CaptMiller
Ok, but how to fix last problem ?( dirt channel in engine not such in 3ds max)

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-24 10:09
by Rhino
guessing for w/e reason, its exporting with the wrong dirt map texture, as for why I can't say without more info, but I assume reassigning materials and textures would fix the problem.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-25 13:43
by CaptMiller
[R-DEV]Rhino wrote:guessing for w/e reason, its exporting with the wrong dirt map texture, as for why I can't say without more info, but I assume reassigning materials and textures would fix the problem.
I think I understood the reason, but still do not know how to solve it, For some reason, the UV of Dirt channel can not be read by Engine, instead of it the UV of Base channel(UV1=UV2=UV3) :confused:
And ofcourse the texture change did not help here :mad:

Also I tried to use "reset UVWs" button to make anew, but button doesnt works

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-26 12:50
by Outlawz7
Which faces are these UVs and are they UVd at all or still there from when you first unwrapped?

Image

It looks like you didn't UV those faces as you'd want them to be rather than some texture/export issue.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-26 15:19
by CaptMiller
'[R-DEV wrote:Outlawz7;2165141']Which faces are these UVs and are they UVd at all or still there from when you first unwrapped?

Image

It looks like you didn't UV those faces as you'd want them to be rather than some texture/export issue.
these polygons from Material 2(using quad palette) I didnt touch them when do walls palette

Try to explain problem by screens

This is UV for Base channel(UV 1)
Image

This is UV for Dirt channel(UV 3)
Image

And while this is in 3dsmax, everything is fine, but when I exported it, UV channel 3 disappeared and now on his place is UV channel 1, and this is the answer why the channel 3 (dirt) does not appears correctly
Image

UV 3 channel(dirt) as you can see it has same UV as in UV channel 1 and why ? That is, the Meshviewer and the engine does not see other UV channels except the first - (at the first time I set null_di texture)
Image

And yes I have tried to fix it by "reset UVs" button but she does not works, dont know why

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-26 15:58
by Outlawz7
Did you export with Auto Lightmap UV or None?

Are you using a BF2 StaticMesh material in 3ds Max?

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-26 18:19
by CaptMiller
Yes, I used.
Image

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-26 19:32
by Outlawz7
PM me the scene, don't want to keep guessing.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-27 00:56
by Outlawz7
I exported the static from your scene and got the same issue. Noticed that whatever changes I made to UV, it'd export the same UVs over and over. Only fix I found is to clear all UV channels and reUV.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-27 11:27
by CaptMiller
Ok, but how to clear all UV channels? "reset UVWs" button doesnt works

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-27 19:34
by CaptMiller
I tried use UVW clear modifier it has delete only UV channel 1, pls tell me how to clear all UV

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-05-27 20:19
by Outlawz7

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-06-27 22:46
by CaptMiller
hi, may someone send me some totorial about Animation's export ??

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-06-28 00:02
by Rabbit
CaptMiller wrote:hi, may someone send me some totorial about Animation's export ??
Hes interested in doing rpg 29

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-06-28 11:55
by CaptMiller
I would just like to understand how to export, to start

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2017-11-07 01:57
by Hokunin