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Invisible .ase


PranQster

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I put Nosslak's bellows model into a map and it renders perfectly in DR, but not at all when I run the map in TDM (or load it as a mission).

I have tried putting the .pk4 in several locations, both as-is as well as extracted*. I have tried in ~/.doom3/darkmod/maps/mapname/, ~/.doom3/darkmod/, ~/.doom3/darkmod/base/, ~/.doom3/base/, ~/.doom3/mymission/, ~/.doom3/darkmod/fms/mymission/, ~/myname/apps/games/doom3/base/ (path to actual doom3 game).

Considering that I tried putting it in all of these paths, both as a .pk4 as well as extracted*, and can see it in DR, I am totally puzzled why it does not render in TDM no matter where I put it.

 

* by this I mean I have tried both methods... putting the .pk4 there, and also I tried extracting the .pk4 to that path.

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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Well, you probably need to extract it first into the darkmod folder.

 

In editor, DR probably reads inside pk4's as that's where everything is packed for TDM. But in game it's probably not reading everything, just the map folder and the TDM contents.

 

That is if you mean his object is in it's own pk4.

 

His stuff needs to be put into directorys that are the same as stock TDM stuff (which they probably are inside the zip(pk4) he uploaded).

 

darkmod/

models/whatever path to model

textures/

dds/

etc...

 

Then those would all go into your PK4 alongside the current folders

 

ie:

 

/maps

/models/his stuff

/dds

Dark is the sway that mows like a harvest

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well, I'm having a hard time ready through all those paths.

every folder that contains content should be inside

 

Doom3/darkmod/

 

when you zip up you'll have

 

 

Doom3/darkmod/

 

/maps/

/models/

/textures/

/dds/

/skins

...

 

If they are zipped like that and or installed like that they should work in game and DR.

 

--------

But I don't know where you're getting the pk4 so I can't look.

Dark is the sway that mows like a harvest

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If its invisible ingame but visible in DR it's most likely the ASE is badly formed, I fixed one of his models by just resaving it. I didnt take a look at the diff of the file but if you can upload the ase somewhere for me, I'd be happy to see if I cant fix and check for what the actual cause is.

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If its invisible ingame but visible in DR it's most likely the ASE is badly formed, I fixed one of his models by just resaving it. I didnt take a look at the diff of the file but if you can upload the ase somewhere for me, I'd be happy to see if I cant fix and check for what the actual cause is.

Thanks.

Ok, will do. I'll edit this post in a minute with the link to the .ase file.

 

http://jdchoate.mcn....dia/bellows.ase

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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I just looked at the .mtr file and compared it with the file names for the textures and found an error.

The .mtr lists the bumpmap filename as "bellows_fancy_local", but the actual .tga file is missing an 's' and is named "bellow_fancy_local". I'll add the 's' to the .tga file and see if that fixes it. I'm guessing that would be the cause of the invisibility problem in the game, since DR would not be loading the bumpmap and TDM would.

System: Mageia Linux Cauldron, aka Mageia 8

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I'll look but that should make it appear black.

 

oop, guess I can't look, you only linked the ase. I meant the entire zip so I could check materials/paths/etc..

 

LOL, ok one sec :)

 

And no, changing the file name did not allow it to render in-game. So I will post the .pk4 now (with the fixed filename).

 

http://jdchoate.mcn....dia/bellows.pk4

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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Thanks. Gonna try it now.

 

 

Ok. There has been an improvement. Now it renders normally in DR, and shows in TDM... although completely black. I had double-checked the filename for the bumpmap and compared it to the .mtr file and added the missing 's'.

I'll look closer in all my directories in case I still have a .pk4 or an extracted directory which may be conflicting.

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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Fixed!

I scrolled up in the doom3 console and found an error pointing to the last line in the .mtr file.

It turns out that there was a missing closing bracket '}'. Add an } to the end of the .mtr file (and change the filename 'bellow_fancy_local.tga' to 'bellows_fancy_local.tga'... or drop the 's' from the filename in the .mtr).

That, combined with the edited .ase file fix this model. :)

Woot! Thanks for the help, guys!

 

http://jdchoate.mcn.org/media/bellows.pk4

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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It still needs work, but my foot-operated bellows for my little smithy station now looks much more complete. Gotta re-do the hinges and some other tweaks... then to finish the forge itself... right now all the heat would escape into the open air :)

bellows01.jpg

 

Also turn the bricks 90° :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Hey, that looks nice! :)

 

Thanks :) I have improved upon it since last night... I put a 'PranQster's newb stuff' thread in the Editors Guild showing the frame around the bellows re-textured and slightly modified. Plus I figured out how to make a piece of iron glow red hot.

System: Mageia Linux Cauldron, aka Mageia 8

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