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Kerry000

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Kerry000 last won the day on September 15 2016

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  1. @OrbWeaverGetting the following error when installing your .ase export script (the other two import scripts installed okay). This is in Blender v2.80 and using the correct version (for 2.80) from the page you linked...
  2. It was this one: https://github.com/DarklightGames/io_export_ase But I am so switching to yours from now on!
  3. Tadaa! Thank you @peter_spy and everyone else who helped ( @HMart) This is from peter_spy's test:
  4. Understood, and thank you again. So, @peter_spysolved the problem in the interim. It was a few bad lines in the .ase (the programmer that wrote the plugin for Blender included things like "who cares" in his definitions, lol) but we have now got it all to work. I had already ensured the model was triangulated and exported with correct UV's.
  5. Okay, thank you. Sorry, I have no experience with DR. I suspect it's an issue that occurs when converting the fbx to either an ase or a lwo. We've now tried it with a lwo converted from the fbx in Lightwave, and as a ase converted from the fbx in Blender. It looks great in the editor, but then never runs in-game. The textures work (@peter_spy tried them on a different mesh), it's just the model. Something must be getting lost during the conversion from fbx
  6. Got you. Thanks again for the help. Have just decided to use ASE model, rather than .lwo, in order to simplify the whole process.
  7. @OrbWeaver, does the material name in the modeling application need to include the folder path, or just the name itself? (ie. redbrick_with_mortar versus textures/darkmod/stone/brick/redbrick_with_mortar) EDIT: Never mind, I figured it out
  8. All I want to do is import a basic, static model into the editor. The model is in .lwo format, the polygons are all triangles, the UV's are all mapped correctly. I am not a modelling noob. The textures are all square, and in .dds format. The model does not need a collision mesh or a shadow mesh. It is just a small teddy bear. The problem is that I do not know how to associate a material with this custom model in DR. And in the wiki, which is so out of date now, there is a page that specifically deals with this issue but the example images do not load! Does anyone have the exam
  9. SOLVED Thank you @nbohr1more for your help! The reason the coloured rabbit wasn't working is because the alpha channel is the same as the one for the black rabbit which only covers the black outlines, but ignores the blank spaces in between. My fault.
  10. How the .tga looks when the alpha channel is registered:
  11. I've made a new sign decal for Frost_Salamander's map (WIP), and for some reason the editor isn't registering the alpha channel when he applies the texture to the patch. The texture is a .tga file with an alpha channel. Please see the attached zip file if you want to examine it. I used the same process for an inventory icon and it worked perfectly. We can't seem to figure out how to make the editor recognize the alpha channel of the texture in order to create a decal. Please help? Hare Signs.zip
  12. Hi all. I could have sworn I once saw a teddy bear with a knitted texture and a missing eye in someone's FM. I even commented on it to the mapper. But I can't for the life of me find it anywhere. Does someone have a teddy bear model? Or is there one hidden in an obscure asset folder somewhere? Asking for a friend
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