Holy crap, the uv maps are broken did I miss something? I'm fine with rigging it from scratch, but the uv maps. lol. Trying to do old shaundi's face.
Holy crap, the uv maps are broken did I miss something? I'm fine with rigging it from scratch, but the uv maps. lol. Trying to do old shaundi's face.
if(texName.Contains("_d"))
{
if(texName.Contains("_head_d")) tInfo.TextureLocation = eVTextureLocations.HEAD_D;
}
if(texName.Contains("_d"))
{
if(texName.Contains("_head_d")) tInfo.TextureLocation = eVTextureLocations.HEAD_D;
else if (texName.Contains("_head_sm_d")) tInfo.TextureLocation = eVTextureLocations.HEAD_D;
}
---
model: shaundisr2
materials:
- [id: 0, name: Skin, tex_d: shaundisr2_skin_sm_d.tga]
- [id: 1, name: Clothes, tex_d: shaundisr2_clothing_sm_d.tga]
- [id: 2, name: ArmBangle, tex_d: shaundisr2_clothing_sm_d.tga]
- [id: 3, name: Hair, tex_d: shaundisr2_dreads_sm_d.tga]
- [id: 4, name: Bangs, tex_d: shaundisr2_dreads_sm_d.tga]
- [id: 5, name: Belt, tex_d: shaundisr2_clothing_sm_d.tga]
- [id: 6, name: Neckband, tex_d: shaundisr2_clothing_sm_d.tga]
Sounds like it is attempting to load the wrong texture onto the head mesh, which shaundi model are you trying to load?
In version 1.6 their was a minor bug that prevented the correct head texture from being loaded on some models. This bug can be seen in the third post with the Shaundisim and Kinziestrix screenshots. If you are compiling from source you can change MeshHandler.cs line 276 from:
Code:if(texName.Contains("_d")) { if(texName.Contains("_head_d")) tInfo.TextureLocation = eVTextureLocations.HEAD_D; }
to:
Code:if(texName.Contains("_d")) { if(texName.Contains("_head_d")) tInfo.TextureLocation = eVTextureLocations.HEAD_D; else if (texName.Contains("_head_sm_d")) tInfo.TextureLocation = eVTextureLocations.HEAD_D; }
The other thing you can try is to add the model to the TextureMap.yaml if it isn't in there already. For example, here is an entry I did for Shaundisr2:
Code:--- model: shaundisr2 materials: - [id: 0, name: Skin, tex_d: shaundisr2_skin_sm_d.tga] - [id: 1, name: Clothes, tex_d: shaundisr2_clothing_sm_d.tga] - [id: 2, name: ArmBangle, tex_d: shaundisr2_clothing_sm_d.tga] - [id: 3, name: Hair, tex_d: shaundisr2_dreads_sm_d.tga] - [id: 4, name: Bangs, tex_d: shaundisr2_dreads_sm_d.tga] - [id: 5, name: Belt, tex_d: shaundisr2_clothing_sm_d.tga] - [id: 6, name: Neckband, tex_d: shaundisr2_clothing_sm_d.tga]
can you please help me ? i wanted to look at the models in the game i finally got kenzie extracted but when i opened her in the viewer it didnt have a texture
...
thats ment to be white house kenzie >.< but for some reason the textures wont load
---
model: kinzieprez
materials:
- [id: 0, tex_d: kinzieprez_clothing_sm_d.tga]
---
model: kinzieprez
materials:
- [id: 0, name: Ponytail, tex_d: kinzieprez_skinhair_sm_d.tga]
- [id: 1, name: GlassLenses, tex_d: kinzieprez_clothing_sm_d.tga]
- [id: 2, name: Blouse, tex_d: kinzieprez_clothing_sm_d.tga]
- [id: 3, name: HandsAndNeck, tex_d: kinzieprez_skinhair_sm_d.tga]
- [id: 4, name: Legs, tex_d: kinzieprez_clothing_sm_d.tga]
- [id: 5, name: Shoes, tex_d: kinzieprez_clothing_sm_d.tga]
- [id: 6, name: JacketAndSkirt, tex_d: kinzieprez_clothing_sm_d.tga]
Question does this mean we can morph or have I totally misread the whole thread?
"morph" - ??? - I think you misread the thread. This tool only views the models, it doesn't allow you to change anything. You could use this tool to get a model into Blender for editing. But at this time there is no way of getting that model back into the game.
Is the exported OBJ supposed to have completely broken UV maps in 3DS Max? Have you not programmed for the UV to be exported?
(or am I completely missing something in the tutorial?)
Uhm . with this tool , you can export haircuts and cloth to 3ds max?