Okay, got this working. Couple of points about this particular model and the model you're using as a skeleton for it:
1. This model's skin mesh is 13k triangles and almost 7k verts. In comparison, the base DLA horse has two skin mesh sections which combine for 532 triangles and 271 verts. So that's 25-26x times as many verts the engine is being asked to manipulate. IMO, this elephant is more art than game model. For a tile or a static placeable (with shadows turned off), these aren't scary numbers. Those numbers for a dynamic model, though? I'd go looking for more game-ready art.
2.Texture needs to be power of 2. As it was, the texture was 800 x 540. This may work on your video card but for older cards (NVidia pre 7000 series or thereabouts) this is either going to bring the whole game to a crawl the moment it's loaded or the card won't load the texture at all. All you have to do to fix this is to resize the texture to 512x512. It'll look distorted to you, but the way the engine uses the texture, it'll look fine in-game and it won't cause any problems for people with older cards.
Besides, the DDS conversion tool will throw an error if you try to compile TGA->DDS without using power of 2 textures. (i.e. height and width need to be 32, 64, 128, 256, 512, 1024, etc.though they probably don't have to be square)
3. Shadows and textures should be removed from all the skeleton bones. Only a few of your bones have shadows and I don't think many of them have textures, so it shouldn't take too long to fix. For bones, I believe this is as easy as editing the text file for the skeleton you're using (I presume you have a default skeleton) and do a text replace so all "bitmap" lines read "bitmap NULL"- except those for "node skin", which are your skin nodes. To fix the shadows, similarly make sure all the shadow lines read "Shadow 0" instead of "Shadow 1". If you're re-using the skeleton, you only have to fix these issues once.
4. Add an Auroa TriMesh Modifier to your Skin(s), drag them
under the skin modifier (
A) and turn on Override Material Values(
B). If you don't do this, your skins will look unnecessarily
dark in-game. Click below for larger:
None of these things above are nitpicky: They have a real impact on your model's performance and display in-game, though it's often difficult to tell it because when testing models we typically are looking at them in a blank area and not in an otherwise complicated scene (i.e. placeables, other creatures moving around, etc.).
Here's a very simple kit with all the models you're going to need to compile mounts, including the compiler and instructions. Works just like I indicated before, from the command line:
'>
Modifié par OldTimeRadio, 21 mars 2013 - 03:15 .