Author Topic: work in progress  (Read 84871 times)

Slappy101

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« 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
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Render
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« Last Edit: June 02, 2009, 10:27:39 AM by Slappy101 »

Darwin

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« Reply #121 on: June 02, 2009, 01:39:42 PM »
yup 1024x1024

Slappy101

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« 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.

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Darwin

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« Reply #123 on: June 07, 2009, 11:33:14 AM »
:-/ looks interesting, nerver seen such a thing, sry :unsure:

Slappy101

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« 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.

Sibylla

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« 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

Darwin

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« Reply #126 on: June 07, 2009, 03:31:05 PM »
good luck

Goromous

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« Reply #127 on: June 07, 2009, 04:40:56 PM »
Good luck with your exams. And the axe. :p

Slappy101

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« 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 »

Slappy101

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« 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
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Maya Mesh
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Maya Render
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« Last Edit: June 08, 2009, 08:10:34 AM by Slappy101 »

Sibylla

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« 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.

Slappy101

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« 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?

Millenium

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« 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.

Darwin

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« Reply #133 on: June 08, 2009, 07:25:37 PM »
you have to implement them in the items file

Slappy101

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« 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 »