Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
Take a look at what's going on, at
The Town Crier
!
Home
Articles
Forum
Youtube
Help
Search
Login
Register
Exilian
»
Site Questions & Governance: The Citadel Quarter
»
Questions and Suggestions - The High Court
»
Site Archive
»
Misc Archived Boards
»
The List of Forgotten Lands
»
The Alchemists' Archives
»
Rhun
»
work in progress
« previous
next »
Print
Pages:
1
...
7
8
[
9
]
10
11
...
21
Author
Topic: work in progress (Read 85115 times)
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #120 on:
June 02, 2009, 08:52:50 AM »
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
Spoiler: click to toggle
Render
Spoiler: click to toggle
«
Last Edit: June 02, 2009, 10:27:39 AM by Slappy101
»
Logged
Darwin
M&B Modders and Tutorialists
Voting Member
Posts: 415
Karma: 0
Scio ne nihil scire, ergo disco.
work in progress
«
Reply #121 on:
June 02, 2009, 01:39:42 PM »
yup 1024x1024
Logged
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #122 on:
June 07, 2009, 11:17:20 AM »
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.
Spoiler: click to toggle
Logged
Darwin
M&B Modders and Tutorialists
Voting Member
Posts: 415
Karma: 0
Scio ne nihil scire, ergo disco.
work in progress
«
Reply #123 on:
June 07, 2009, 11:33:14 AM »
:-/ looks interesting, nerver seen such a thing, sry :unsure:
Logged
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #124 on:
June 07, 2009, 11:47:09 AM »
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.
Logged
Sibylla
M&B Modders and Tutorialists
Voting Member
Posts: 170
Karma: 0
work in progress
«
Reply #125 on:
June 07, 2009, 02:04:16 PM »
eh did you triangulate it before exporting from maya?
btw i'm in axams period so I'll be away for some time =s
Logged
Darwin
M&B Modders and Tutorialists
Voting Member
Posts: 415
Karma: 0
Scio ne nihil scire, ergo disco.
work in progress
«
Reply #126 on:
June 07, 2009, 03:31:05 PM »
good luck
Logged
Goromous
Citizens
Voting Member
Posts: 192
Karma: 0
work in progress
«
Reply #127 on:
June 07, 2009, 04:40:56 PM »
Good luck with your exams. And the axe. :p
Logged
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #128 on:
June 08, 2009, 07:26:25 AM »
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
«
Last Edit: June 08, 2009, 07:56:42 AM by Slappy101
»
Logged
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #129 on:
June 08, 2009, 08:09:04 AM »
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
Spoiler: click to toggle
Maya Mesh
Spoiler: click to toggle
Maya Render
Spoiler: click to toggle
«
Last Edit: June 08, 2009, 08:10:34 AM by Slappy101
»
Logged
Sibylla
M&B Modders and Tutorialists
Voting Member
Posts: 170
Karma: 0
work in progress
«
Reply #130 on:
June 08, 2009, 10:16:50 AM »
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.
Logged
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #131 on:
June 08, 2009, 11:59:22 AM »
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?
Logged
Millenium
M&B Modders and Tutorialists
Voting Member
Posts: 277
Karma: 0
work in progress
«
Reply #132 on:
June 08, 2009, 02:09:23 PM »
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.
Logged
Darwin
M&B Modders and Tutorialists
Voting Member
Posts: 415
Karma: 0
Scio ne nihil scire, ergo disco.
work in progress
«
Reply #133 on:
June 08, 2009, 07:25:37 PM »
you have to implement them in the items file
Logged
Slappy101
Posts: 26
Karma: 0
work in progress
«
Reply #134 on:
June 10, 2009, 03:07:16 AM »
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.
«
Last Edit: June 10, 2009, 03:10:19 AM by Slappy101
»
Logged
Print
Pages:
1
...
7
8
[
9
]
10
11
...
21
« previous
next »
Exilian
»
Site Questions & Governance: The Citadel Quarter
»
Questions and Suggestions - The High Court
»
Site Archive
»
Misc Archived Boards
»
The List of Forgotten Lands
»
The Alchemists' Archives
»
Rhun
»
work in progress