work in progress

Started by dj_chisi10, May 13, 2009, 11:30:56 PM

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Slappy101

#120
Okay, I'll try making high res textures for it instead.

Here's the next thing I'm working on, it's just a sword that could be used for the empire, or I might try making it into a rider's sword if I extend the blade and add jewels to the pommel. BTW, does anyone know if you can make reflective surfaces in M&B?

MayaScreenShot
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Render
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Darwin


Slappy101

I'm having some sort of problem, I imported the .obj and it's texture into BRF Editor and the mesh is all messed up. Here's a picture, I've never used BRF editor before so I'm not sure what to do.

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Darwin

:-/ looks interesting, nerver seen such a thing, sry :unsure:

Slappy101

It might have been something with the UVs cause the mapping is completely screwed up. I finally taught myself how to merge UVs and move them around in the UV editor in Maya so I'm working on putting together the map for my sword.

Sibylla

eh did you triangulate it before exporting from maya????
btw i'm in axams period so I'll be away for some time =s

Darwin


Goromous

Good luck with your exams. And the axe. :p

Slappy101

#128
I'll try with a triangulated mesh and a quad mesh and see if there's a difference.

I need some help with BRF editor though, how do I apply the texture I created to the .obj file I import? When I import the mesh it just appears as a black object.

Okay I got the texture applied, I had to save it as a .dds in the same directory as the .obj. Can someone please open the .brf here and see if you have the same problem that I'm getting so I can see whether or not it's just my computer.

http://www.up2share.com/file/3u329wun8o_Sword1.zip

Slappy101

#129
Here's some screenshots of the sword in Maya without any graphical problems. It's supposed to be a low ranking Rider's blade or something like that since the center or the blade is dyed red so it would be for a rider with a red dragon.

Maya
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Maya Mesh
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Maya Render
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Sibylla

yes there is a difference between tris & quads actuallly M&B only supports tri meshes & thats why you need to triangulate evry mesh before importing it in BRF
btw thx everyone.

Slappy101

I have a question about accessing the item in-game. I just put the .brf into the Resource folder then add the load_mod_resource line to the Module.ini correct? Then I can add the item in-game in edit mode? Or is there something else I have to do?

Millenium

You'll have to add one number to the counter at the bottom of the file.

It'll be much easier to add it in Python though.

Darwin

you have to implement them in the items file

Slappy101

#134
I fixed the problem, I had to flip the normals on the mesh in Maya before I exported it.

Also, I'm out of school finally, but I'm moving to the US in late June so I'll be gone for a while.