Author Topic: Texture: TGA-rotating, applying a texture, walkmesh...  (Read 1011 times)

Legacy_TheOneBlackRider

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Texture: TGA-rotating, applying a texture, walkmesh...
« Reply #30 on: April 25, 2012, 07:28:37 pm »


               

Bannor Bloodfist wrote...
Do the grass slopes have a road on them?


Yes, the grass slope has a road, but it's shaped more pathlike. I tried to adjust it for the sand-slope, but failed... '<img'>
So,  giving it a 2nd thought, in the end, I actually took the original (Worm) sand-slope-model and added the road-plain from the CEP-NWN-desert tileset extension to that slope tile. (To tell you the truth, I tried so many things to get this road+texture right, I really would have to look through all my tries, but I'm pretty sure, that that is, what I did in the end.)

Bannor Bloodfist wrote...
If you can send me a copy of what you have, I will take a look at it.  No promises on fixing it all, but at least maybe I can point you to the issue.


THANK YOU, Bannor! OK, I'll pack up the HAK + a test-mod (small file) and ge it to you. Will PM.
               
               

               
            

Legacy_Bannor Bloodfist

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Texture: TGA-rotating, applying a texture, walkmesh...
« Reply #31 on: April 28, 2012, 01:25:21 am »


               Ok, the red x in game came from not having a proper wok.  The faces were all set to an invalid number, which nwmax and the game could not understand.  I changed them all to the proper type of 20 for sand.  

You do this by selecting the wok, then selecting all the faces, then scroll down the menu on the right hand side until you find surface properties and assign the proper material id number.  In this case, it was 20 for sand.  In other cases, you would adjust each face to be whatever surface type you want.  1 for dirt, 2 for obscuring (walls for instance) 3 for water, etc.  There are multiple places around where you can find those numbers, I won't list them all here.

You were also missing the end tiles as I previously mentioned.  I have created them for you now so you no longer need any palette entry to get these tiles to paint, just use the forest sand road option to paint the crossers down.

I did NOT clean up your palette, you will have to do that yourself.  But as I mentioned you no longer need an extra entry for these tiles.  They will paint automatically now when you paint the road.  

I sent you the files I changed, the changed.set and 2 other tiles I fixed and two more I created for you to get it working correctly.

I can't get to the cobble tiles until sometime next week, so it is up to you whether or not you fix them yourself, or wait until I can get back to this.


edit: remind me next time to not touch such a messed up set.  That set is HUGE, and it takes over 5 minutes for me to just load the .set file into Velmar's TSC inside of 3ds max.  With a set that large, it is nearly impossible to find tiles you need to work on... building with it is also horrendous.  It takes forever for the toolset to recognize that you have clicked to paint a different terrain down.  It is no wonder this set is such a speed killer on a PW.
               
               

               


                     Modifié par Bannor Bloodfist, 28 avril 2012 - 12:28 .
                     
                  


            

Legacy_TheOneBlackRider

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« Reply #32 on: April 28, 2012, 12:03:46 pm »


               

Bannor Bloodfist wrote...

Ok, the red x in game came from not having a proper wok.  The faces were all set to an invalid number, which nwmax and the game could not understand.  I changed them all to the proper type of 20 for sand.  

You do this by selecting the wok, then selecting all the faces, then scroll down the menu on the right hand side until you find surface properties and assign the proper material id number.  In this case, it was 20 for sand.  In other cases, you would adjust each face to be whatever surface type you want.  1 for dirt, 2 for obscuring (walls for instance) 3 for water, etc.  There are multiple places around where you can find those numbers, I won't list them all here.


Sorry, I thought, I did that, but must have made a mistake, probably  due to the lack of my experience with Gmax.


Bannor Bloodfist wrote...
edit: remind me next time to not touch such a messed up set.  That set is HUGE, and it takes over 5 minutes for me to just load the .set file into Velmar's TSC inside of 3ds max.  With a set that large, it is nearly impossible to find tiles you need to work on... building with it is also horrendous.  It takes forever for the toolset to recognize that you have clicked to paint a different terrain down.  It is no wonder this set is such a speed killer on a PW.


Sorry, I never used Vel to work with set-files... And yes, that original Worms+SENs-set is huge (but so beautifull)! I already reduced it from 5685 tiles down to a bit under 2990 (and I don't find the time and energy to sort through all those terrain-variations, which are still in). It still takes some time to open within the toolset, but IG it loads MUCH faster and it even loads on elderly machines (with less than 1 GIG of RAM) now.

THANKS for your time and work!
               
               

               


                     Modifié par TheOneBlackRider, 28 avril 2012 - 11:04 .
                     
                  


            

Legacy_TheOneBlackRider

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« Reply #33 on: May 08, 2012, 11:18:51 pm »


               OK! Finally got it finished!
http://nwvault.ign.c....Detail&id=8144

Thanks to all for sharing your experience and time!