Jump to content

Home

Modeling/texturing help request


Fred Tetra

Recommended Posts

Hi folks!

 

I'm trying to help the TSL:RP team with a door that they need for part of the story. Problem is, I'm very comfortable programming, but not so skilled in the modeling/texturing department.

 

The model is one of the doors from Nar Shaddaa. In Max, everything looks fine, but in-game, it looks like this:

 

dor_nar01.jpg

 

Strange, eh? I (and the TSL:RP folks) would appreciate any tips or assistance anyone can offer. The actual model is available by request.

Link to comment
Share on other sites

it would appear that part of the door is missing, an explosion perhaps?

 

I offer my texture services, but I have no experitise wraping that texture around a model. So it might be better for the prodject if someone else with more experiance stepped up.

 

think of me as a backup ;)

Link to comment
Share on other sites

What's the name of the texture it's using, and what's the .mdl name of the door? I'll try to help in any way possible.

 

dor_nar01 is the name of the model and the texture is nar_dor1.tga (tpc).

 

Here's a link to an archive of the .max (version 7) and .tga files:

 

http://kotortool.home.comcast.net/dor_nar01.zip

 

The original door doesn't have the hole in it :)

Link to comment
Share on other sites

Ok in max I was asked for superbolean.dll I don’t have it, (obviously a 3d party bolean plug )

not sure I need it to view the model, but though I would mention it if I was in fact not seeing the full model

but anyways all I see is are two flat planes no texture.

 

So I unhide everything in the scene and unfroze… but nothing new appeared.

I went to mapping and applied the texture to show in my view port and even rendered when rendering

I got a prompt for missing uvw mapping, no surprise since it appears the models is with out mapping cords from what I can see.

 

So I went to ediable mesh added UVW mapping modifier on top of it and below AuroraTrimesh ,

At first the mapping gizmo was on the wrong axis mapping on Z, I set to Y and hit the fit button so it would srinkwrap to the

models size Then we had a texture ;)

 

Next you have to add the unwrap uvw modifier so it’s unwrapped , export and it should be fine.

Since the model is just 2 flat planes there really is nothing to unwrap , but it has to be done all the same,

You should be able to unwrap them in 0.02 seconds, select both planes and unwrap using Y axis again hit planar

in the unwrap UWVedit window now adjust the top and bottom verts with the free transform tool so the mapping is

on the edge of the mapping area. Or use the move tool to pull the top verts up and the bottom verts down.

 

I’ve never imported a door model before but I was under the assumption it was much more elaborate then this,

with about ¾ of it below the floor waiting for the animation to start anyways hope this helps ;)

 

svösh

Link to comment
Share on other sites

Ok I just exported from KT and imported the ascii game model to have a look.

There is a lot of the model missing in your original scene? Like the actual door…

The 2 central planes are called trans and are made to be transparent no idea what there

function is but there you have it, maybe you uploded the wrong max scene ?

 

And with animations checked on nwmax choked on import.

 

So pretty much ignore my above post and the first email I sent :p.

 

I did notice there is a DOR_NAR01s in the models as well but haven’t looked at it yet

 

EDIT: check your mail for the full door max file fred

 

svösh

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...