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English-speaking community => Steel Armor: Blaze of War => Topic started by: yl9961027 on March 19, 2015, 01:15:00 PM



Title: modding need help
Post by: yl9961027 on March 19, 2015, 01:15:00 PM
Hello! Guys!
(https://farm9.staticflickr.com/8570/16675711050_5eaa4be7ea_z.jpg) (https://flic.kr/p/rpznVu)
Here is my screenshot using the model_view.cmd command. How to add a texture to it? I have to convert the .DDS file into the .texture file. And places them with the .GO2 file in the same folder. What should I do next?

Another question is how to name the file. I have read the tutorial, but it does not understand. I named them like this :
m10.mesh
bump_<mod name>_norsp.texture
reg_<mod name>_dift.texture
Does this correctly?


Title: Re: modding need help
Post by: Flashburn on March 19, 2015, 01:21:33 PM
Need to run the text swap utility thing.  It actually does not actually swap but I think tags the texture for the mesh file IN the mesh.  So run texture changer on it.  It is set pretty much like X2GO. 


Title: Re: modding need help
Post by: yl9961027 on March 22, 2015, 02:27:49 PM
Thank you for your guidance. But I failed again. When I run the tex_changer, nothing happened. :-[ I guess my command set is not correct. This is my Settings: "starter.exe tex_changer, users\modwork\universal_carrier.mesh, universal_carrier.dift, universal_carrier.norsp"
Texture name: reg_universal_carrier.dift.texture   bump_universal_carrier.norsp.texture
mesh name: universal_carrier.mesh

They are correct?


Title: Re: modding need help
Post by: johncage on March 22, 2015, 04:22:08 PM
correct texture suffix:

universal_carrier.loc_def.mesh, universal_carrier_dift, universal_carrier_norsp


Title: Re: modding need help
Post by: norrin on April 24, 2015, 03:15:08 AM
I am running into a similar problem with my model of the M60a1 RISE with non reactive armor, which was used by the USMC circa 1991.  I have my four lods and created a .mesh. I then used texchanger to update the .dds textures to .texture but when I load my mesh in the model viewer I just get a black outline as seen in yl9961027's picture in his first post.

I've also tried to create a mod, which contains the mesh, textures etc, which can be loaded using the updater as I found that for some of the mods available (eg Flasburns ISABOW and the BMP-1 mod) the mod had to be loaded by the updater to get the textures to appear in the model viewer, but still no luck and I'm at my wits end.   I'm obviously missing something but can't work out what it is - is there a .txt or .config file where I need to the define the textures used by .mesh?

Any help or suggestions would be much appreciated.

Thanks,

norrin  


Title: Re: modding need help
Post by: yl9961027 on April 24, 2015, 08:55:39 AM
I suspect that the model viewer has a BUG. Because I use it to loaded the official model, also can appear the situation. But, unless I reinstall the game, this situation will continue. Maybe we can ignore the situation, the model input directly to the game. ???


Title: Re: modding need help
Post by: andrey12345 on April 24, 2015, 09:00:46 AM
Thank you for your guidance. But I failed again. When I run the tex_changer, nothing happened. :-[ I guess my command set is not correct. This is my Settings: "starter.exe tex_changer, users\modwork\universal_carrier.mesh, universal_carrier.dift, universal_carrier.norsp"
Texture name: reg_universal_carrier.dift.texture   bump_universal_carrier.norsp.texture
mesh name: universal_carrier.mesh

They are correct?


Texture name: reg_universal_carrier_dift.texture   bump_universal_carrier_norsp.texture


Title: Re: modding need help
Post by: Flashburn on April 24, 2015, 09:15:52 AM
The path the of the textures are contained within the model.  That is why you have to use the texture change utility and load them into a mod to show up.  Be sure to add in the packlist file and then pack mod and install with updater.  Now it will load up in game and in model viewer. 


Title: Re: modding need help
Post by: Шун on April 24, 2015, 06:23:12 PM
I think those who make mods, it will be convenient to use the built-in manager programs and utilities for modding and language localization.
To enable it, you must uncompress (unflat) the file programs.flatdata and put it in the folder root configuration file (which can be edited to fit your needs).

default.engcfg (https://mega.co.nz/#!bVNVlShS!7upH9wEmBn70yZBBFTRA5L7HZz9R0LkUZxU8ZzQ9C1E)

(http://sg.uploads.ru/T2pOQ.png)   (http://sh.uploads.ru/Xc5zB.png)





Title: Re: modding need help
Post by: norrin on April 25, 2015, 12:04:00 AM
Thank you for your swift responses. I think Flashburn might be onto something and that I'm stuffing up the texture path in my models. Here's a picture of my first visual lod showing the texture path I'm currently using prior to conversion to M60a1RISEl1.x format, creation of the mesh and then running tex-changer.
(https://lh3.googleusercontent.com/-TrMplMp89jk/VTrTPPsGAsI/AAAAAAAAAZ8/3m4Q2GaA1_A/w533-h297/texturePath.jpg)
I'm not sure whether you can read it clearly but the path reads: M60a1RISE\core\shared\Packed_data\M60a1RISE\reg_M60a1RISE_dift.dds

I realize the bump map is not correctly formatted in this image but I have also tried just using the red and green channels for the normal and blue for the roughness and alpha for shininess but I always run into the same problem in the model viewer (see below).
(https://lh3.googleusercontent.com/-gwHwjIikMkM/VTraIeaWp3I/AAAAAAAAAb0/KGGAm9OtL_s/w533-h299/modeViewer.jpg)

Also, I have tried using just the texture name as the path i.e. reg_M60a1RISE_dift.dds

This is the mod file structure in the root SABOW folder:
(https://lh3.googleusercontent.com/-tPsMfQLh05o/VTrYE0Hk0ZI/AAAAAAAAAak/E9lAC8hf03A/w533-h297/modFile%2Bstructure.jpg)

This is an image of mod loaded in the SABOW updater:
(https://lh3.googleusercontent.com/-DmQWDORgrbY/VTrZEG69GLI/AAAAAAAAAbQ/Tu7hVhCYjlU/w533-h300/updater.jpg)

If you have time can you please let me know the correct texture path I need to put into the models.

Many thanks,

norrin


Title: Re: modding need help
Post by: Шун on April 25, 2015, 02:57:36 AM
Do not need to register the way, you only need to specify the correct names of the two textures (reg and bump)
In the folder modwork you have to be created another folder (for example) M60, place it in your model file and cmd file with the command (for example):
Code:
cd ..\..\..
starter.exe root\programs\tex_changer.progpack, users\modwork\M60\m60.loc_def.mesh, m60_dift, m60_norsp


(http://sh.uploads.ru/t/gG7h3.png) (http://sh.uploads.ru/gG7h3.png)


After applying the CMD, check whether the date is changed File change model. If the date is changed, then command apply correctly.


Do texture should be such prefixes:
bump_m60_norsp.loc_def.texture
reg_m60_dift.loc_def.texture


Title: Re: modding need help
Post by: yl9961027 on April 25, 2015, 03:57:22 PM
I think those who make mods, it will be convenient to use the built-in manager programs and utilities for modding and language localization.
To enable it, you must uncompress (unflat) the file programs.flatdata and put it in the folder root configuration file (which can be edited to fit your needs).

default.engcfg (https://mega.co.nz/#!bVNVlShS!7upH9wEmBn70yZBBFTRA5L7HZz9R0LkUZxU8ZzQ9C1E)

(http://sg.uploads.ru/T2pOQ.png)   (http://sh.uploads.ru/Xc5zB.png)

Thank you very much! This is a very useful tool. But could you please explain it in detail?
I found programs.flatdata in the root folder. I unzip it, got a lot of programs. Where should I put them in? And where should I put the default.engcfg in? If you can show the full path, I would be very grateful!

Krabb: Quote fixed.


Title: Re: modding need help
Post by: Krabb on April 25, 2015, 04:05:27 PM
programs.flatdata unpacks into root\program\ by default. So, you put default.engcfg there.


Title: Re: modding need help
Post by: Шун on April 25, 2015, 04:07:35 PM
Unpack programs.flatdata where he is, move the resulting folder programs is not necessary.
File default.engcfg put in a folder
Steel Armor Blaze of War\root


Title: Re: modding need help
Post by: norrin on April 28, 2015, 03:33:57 AM
I'm still having problems.

Here's my X2Go log:
(https://lh3.googleusercontent.com/-Ff6XODGXMg8/VT7-8DtSquI/AAAAAAAAAgY/Hhfybz4Xa0E/w1257-h330-no/X2GOlog.jpg)

My Tex_changer log:
(https://lh3.googleusercontent.com/-zfoGv-OI3fo/VT79OZZhNoI/AAAAAAAAAeU/x2lk3CymGE8/w872-h398-no/texChangerLog.jpg)

and my M60a1RISE.!flatlist which is contained in my M60a1RISE folder with the files listed and then flatpacked.
(https://lh5.googleusercontent.com/-vPn18RhGJks/VT7-Ckp_HII/AAAAAAAAAfM/-GCamjEXFJI/w623-h162-no/M60a1RISE_%21flatlist.jpg)

As always any help would be greatly appreciated.

Thanks,

norrin


Title: Re: modding need help
Post by: Flashburn on April 28, 2015, 04:31:55 AM
Odd, its generated in Russian.  That is the error messages. 

What is S?  S is used to denote dummies.  There are no dummies used in road wheels.  Not seen this error message before, so only guessing that it sees something called S_ and does not like it.  Only dummies get s_whatever.  So if the 1st parent is an S I have no clue if it would work.  In all my models I start with D_hull or D_whatever.  Which is of course the actual mesh bits.  With S_insert dummy here being children of that.


Title: Re: modding need help
Post by: norrin on April 28, 2015, 08:53:12 AM
I'm really sorry for all the questions and pictures.

@Flashburn - I'm not sure why its doing that as my root chunk for the skeleton is d_hull as shown here in my lod1.x file:
(https://lh4.googleusercontent.com/-M07B-UP_kRs/VT9JaMkx35I/AAAAAAAAAhg/OR2wnf3M1YU/w379-h702-no/skeleton_l1.jpg)

If I select the different parts of the skeleton it shows the correct vertices in the model.

This is how the model is defined in the lod1.x file
(https://lh3.googleusercontent.com/-65MpHGahzwM/VT9JaCWQcbI/AAAAAAAAAhg/WSUZ5izUHB8/w377-h323-no/model.jpg)

Do I need a separate group defined for each of the bones vertices as I only seem to have one d_hull? If this is the case I may need to load my models in 3DSMAx and export to .x file using pandaExporter because the software I'm currently using (fragMotion), which has worked for .x files I have made in the past for other games, seems to be merging all my separate groups into a single group when I convert the model to .x format. 


Title: Re: modding need help
Post by: Flashburn on April 28, 2015, 08:51:55 PM
I totally do not know this program.  But it all works well in max.  Since it does not touch bones or any thing like that.  Just parent children, and axis set up right.  from there is all handled via the game with its config. 

Speaking of bones and animations... I have no clue how to get those in game.  And my understanding is you need 2008 max and perhaps 2009 to get those in right.  Who knows. 


Title: Re: modding need help
Post by: 33lima on August 27, 2016, 11:10:00 PM
Is the 'Viewer Objects' the object editor?

I 'unflattened' (?!) programs.flatdata as described and got the /programs folder and contents in /root. Also, I put the new default.engcfg file in /root.

But while the 'Viewer Objects' is listed in default.engcfg (model_view.loc_def.program), there is NO program of that name in the /programs folder. And my SABOW start-up window lists everything else in the screenshot above, but NOT the 'Viewer Objects'.

How do I get that?


Title: Re: modding need help
Post by: Krabb on August 28, 2016, 01:18:32 PM
Try launching it directly from the command line (without quotes):
"starter.exe model_view"


Title: Re: modding need help
Post by: 33lima on August 28, 2016, 05:23:54 PM
(http://)Thanks Krabb, but I made a mistake in my description of my problem - the program in default.engcfg that I do not have in the SABOW startup window is...

root\programs\objviewer.loc_def.program, Viewer objects ;

..not, as I said above...

root\programs\model_view.loc_def.program, Model view ;

My SABOW starter window looks like this - there's no entry for 'Viewer Objects'..

(https://s9.postimg.io/fljr1logv/sabow_editors2.jpg)


Title: Re: modding need help
Post by: Krabb on August 29, 2016, 03:44:31 PM
Well, this "Viewer Objects" isn't a editor, just a slightly more advanced viewer. It wasn't updated for a long time and doesn't work.


Title: Re: modding need help
Post by: 33lima on August 29, 2016, 05:54:27 PM
OK, thanks Krabb!


Title: Re: modding need help
Post by: Шун on October 02, 2016, 06:28:23 AM

Well, this "Viewer Objects" isn't a editor, just a slightly more advanced viewer. It wasn't updated for a long time and doesn't work.


Я немного подправил его под "Стальной Удар", работает. Проверял на версиях 1983, 2570 и стимовской 2899.
Если Андрей будет не против, могу выложить здесь.

Google translated:
I was a little corrected it under "Steel Beat" works. Tested on versions 1983, 2570 and 2899 stimovsky.
If Andrew would not mind, I can lay here.

(http://s8.uploads.ru/t/tDYXZ.png) (http://s8.uploads.ru/tDYXZ.png)

Krabb: Напоминаю, что это английский раздел, пишите на английском, пожалуйста! I remind that this is the English section, please write in English!


Title: Re: modding need help
Post by: andrey12345 on October 02, 2016, 10:20:57 AM
Не против

Go ahead.

Krabb: :facepalm:


Title: Re: modding need help
Post by: Шун on October 02, 2016, 10:50:58 AM

Не против
Go ahead.


https://yadi.sk/d/6hQXgNMUw4Hs3



Title: Re: modding need help
Post by: 33lima on October 04, 2016, 04:58:02 PM
Hey, that's great - bolshoe spasibo!

What I want to do is try to make the Chieftain playable - even if only from the tank commander sight and hatch views, with no 'cockpit'.

(http://combatace.com/uploads/monthly_05_2015/post-66801-0-73560200-1430941893.jpg)

...and then the other AI vehicles....if that works!