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Potential new model pack:


Bikerdude

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As per the following thread the models aren't appearing in-game, I have done all the ground work (created the correct file's & folder structure) so can someone(Arcturus, Springheel, others) have a look at see where its going wrong..? I'm guessing there might be an issue with the way the .ASE files were exported by the original author?

 

- mega

 

Here is a shot of the market I created, @Grayman the models don't need to be rescaled btw.

 

post-496-0-78939000-1428773604_thumb.jpg

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That market stall looks amazing!

 

I'm going to download it and play around with it a bit tonight, i'll let you know if I make any progress on getting it work because I have had the same problem before with models showing in DR and disappearing in game.

 

What i've done in the past is say if theres a .ase that doesn't work then i'll create a .lwo of the same file place them in the folder and then one of them starts working. I don't know why it's like that but it is.

 

I export everything from blender myself and sometimes custom models work better with .lwo or .ase.

 

p.s. it's spelled medieval ;)

Edited by Goldwell
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One thing I noticed was that the /dds/ folder doesn't have the usual /textures/ subfolder to go with lines like `diffusemap textures/breadstall` in the material file. However, that doesn't appear to be the root of the problem.

 

p.s. it's spelled medieval ;)

BeardStall.ase is another error, though I quite like it.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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I have the models showing up but in a very messed up way. More distant models are being drawn over the top of nearer ones:

 

 

I got them to show up by replacing in the text of the .ase files:

 

*BITMAP "TownHouseA.dds"

 

with

 

*BITMAP "/base/TownHouseA"

 

Doing that for all 48 *BITMAP lines keeps the ase parser happy, but I have no idea what's causing the crazy depth problems.

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Dunno. It may be hard to tell with those textures, but those models all look very low-poly to me. Couldn't we achieve the same effect or better with prefabs?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I export everything from blender myself and sometimes custom models work better with .lwo or .ase.

Which version did you use and does it come with the .LWO export plugin as standard..? This will be usefull as it will allow Springheel to work on the models.

One thing I noticed was that the /dds/ folder doesn't have the usual /textures/ subfolder to go with lines like `diffusemap textures/breadstall` in the material file. However, that doesn't appear to be the root of the problem.

Thats because only the ground has been done to get the models to work, Once they work then the materials/models can be tweaked to fit in with TDM proceedures.

I have the models showing up but in a very messed up way. More distant models are being drawn over the top of nearer ones. Doing that for all 48 *BITMAP lines keeps the ase parser happy, but I have no idea what's causing the crazy depth problems.

There is something weird about those .ASE models, maybe exporting them to .LWO will fix it..?

The guildhall (the only one I ported) does. You can tell by the City Watch guard you have in your picture: he's too tall to get through the door behind him.

Doh, apologies - its looks like all the models are slightly too small, so will need scaling up by 5-10%

Dunno. It may be hard to tell with those textures, but those models all look very low-poly to me. Couldn't we achieve the same effect or better with prefabs?

Perhaps but these would be good facaes that mappers can place stuff in-front of, and if I can convert them into .LWO so Springs is able to work on them problem solved

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Perhaps but these would be good facaes that mappers can place stuff in-front of, and if I can convert them into .LWO so Springs is able to work on them problem solved

 

 

Frankly, I'd rather work on my own models then try to get someone else's unfinished or sub-par ones to look good. There is no shortage of half-done models out there.

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Which version did you use and does it come with the .LWO export plugin as standard..?

 

Blender 2.70a and I use a special export plugin which I have uploaded here http://www16.zippyshare.com/v/0hxzcCG7/file.html

 

Simply place that .py file into the base directory folder for blender and then next time you boot up Blender the .LWO exporter will show up in the export menu

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