Veosar Posted August 29, 2015 Share Posted August 29, 2015 Hello, so I'm making some changes in my friend's model, and I came across an issue. So I created this little thingy on the chest, I managed to get the texture appear in Blender. Sadly, when I export it, and look at it in Modview, it appears white, like there would be no texture applied. Everything in .skin is set up fine, I just don't know what to do for JK3 textures to "export". https://jkhub.org/images/gHUdjBb.pnghttps://jkhub.org/images/hk5AZZW.pnghttps://jkhub.org/images/wLDqWKO.pnghttps://jkhub.org/images/8BeYLQb.png Link to comment
Kualan Posted August 29, 2015 Share Posted August 29, 2015 Is this rectangle a surface you have pulled from another .glm or a shape you have created from scratch? If it is the latter then it needs to be UV mapped. Have your surface selected, and make sure it is in Edit Mote. Then click A to make sure all vertices are selected.Then along the top of the window, there is an icon to the right of 'Help'. Click it and a dropdown menu appears. Select 'UV Editing'.The actual process of mapping a texture to that surface should be fairly easy since it is a simple rectangle and I presume the texture is too.Google 'Blender UV Mapping' for the rest of the process, there's far better tutorials out there than I can offer. Link to comment
Veosar Posted August 29, 2015 Author Share Posted August 29, 2015 Well, i already UV mapped it by selecting all in vertex mode and picking "smart unwrapping" or something like that. It wasnt perfect but it was more then enough for such simple mesh. After that i exported UV layout and made a texture for it. I applied the texture in Blender Rendering so it appears in software, I wrote down special line for new object in. skin but it skill appears white in modview. I have no idea what I'm missing. Any help would be appreciated. Link to comment
mrwonko Posted August 29, 2015 Share Posted August 29, 2015 As explained in the manual the shader for a surface is set in the Ghoul 2 properties in the Object tab, although the game will ignore that and use whatever's in the .skin file. Link to comment
Veosar Posted August 29, 2015 Author Share Posted August 29, 2015 As explained in the manual the shader for a surface is set in the Ghoul 2 properties in the Object tab, although the game will ignore that and use whatever's in the .skin file.So you're saying I should set shader in Ghoul 2 properties in order to see it in modview, but it should be working in game already? I'll check it myself when I get home. Link to comment
mrwonko Posted August 29, 2015 Share Posted August 29, 2015 So you're saying I should set shader in Ghoul 2 properties in order to see it in modview, but it should be working in game already? I'll check it myself when I get home.Shouldn't ModView be using the skin file as well? I'm not entirely sure... Link to comment
Kualan Posted August 29, 2015 Share Posted August 29, 2015 Modview does indeed get it's info straight off the .skin file. Link to comment
Veosar Posted August 29, 2015 Author Share Posted August 29, 2015 If thats the case, I have no idea what is causing it. Anyone? Link to comment
mrwonko Posted August 29, 2015 Share Posted August 29, 2015 Well surely your skin file is to blame then. Check out what the surface is called in ModView and double-check that you're using that name in the model_default.skin. Link to comment
Kualan Posted August 29, 2015 Share Posted August 29, 2015 Also, bear in mind that the name of the surface in the .skin files needs to be the exact same as the name listed for the surface in Blender under Ghoul2 properties. Not what it is named in the main Object or Object Data tabs (so it would be 'rectangle' and not 'rectangle_0', etc) Link to comment
mrwonko Posted August 29, 2015 Share Posted August 29, 2015 Also, bear in mind that the name of the surface in the .skin files needs to be the exact same as the name listed for the surface in Blender under Ghoul2 properties. Not what it is named in the main Object or Object Data tabs (so it would be 'rectangle' and not 'rectangle_0', etc)Yup, hence my suggestion to look up the name it was exported as using ModView. Kualan likes this Link to comment
Veosar Posted August 30, 2015 Author Share Posted August 30, 2015 I'm not going to lie, I was absolutely sure everything was just as you said, but when I came back home and looked at it, I found out that I misspelled the word . I guess sometimes you just need a break to see this kind of errors. Thanks a lot for help! Kualan likes this Link to comment
Langerd Posted August 30, 2015 Share Posted August 30, 2015 (edited) Hello, so I'm making some changes in my friend's model, and I came across an issue. So I created this little thingy on the chest, I managed to get the texture appear in Blender. Sadly, when I export it, and look at it in Modview, it appears white, like there would be no texture applied. Everything in .skin is set up fine, I just don't know what to do for JK3 textures to "export". https://jkhub.org/images/gHUdjBb.pnghttps://jkhub.org/images/hk5AZZW.pnghttps://jkhub.org/images/wLDqWKO.pnghttps://jkhub.org/images/8BeYLQb.pngMusisz na dole w custom properties w okienku g2_prop_name dodać nazwę taką jaka będzie w .skin file. Napisz tam plakietka a potem plakietka w swoim pliku skin. Powinno zadziałać. Nie musisz się bawić w tych opcjach material itd. Te opcję są tylko dla Blendera. Dla akademii jest ważny skin file który nakłada tekstury na nazwane w modelu części. Tu masz co i jak.. mam nadzieje że to pomoże OuO Edited August 30, 2015 by Langerd Link to comment
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