Andromachos, you need to set in max the level.tga as well. It´s a must. So gloss.tga and level.tga will result, when converted, in gloss_map.dds.
Andromachos, you need to set in max the level.tga as well. It´s a must. So gloss.tga and level.tga will result, when converted, in gloss_map.dds.
Hello warman。
I created a new skin, but there's a BUG, could you help me have a look?
http://www.twcenter.net/forums/showthread.php?677166-I-creates-a-general-model-but-the-Campaign-of-no-Animation-How-do-I-fix-it
Ltd... thanks. I will try this. I had taken a break from the modeling as I wasnt getting anywhere with it. I will try this. For the level file... what tga would I use? The hellenistic thracian I was using has only gloss diffuse normal and spec. Again thank you!!!
So, if I understand correctly. Is the level file still required within the 3dsmax materials? If so, in the case of the hellenic thracian, where is this file? I have not been able to locate it in the packs. But I will look again. Or is this a file I need to create? Thanks
Hi again, Andromachos!
This is a short to answer question. You will never find a vanilla "level.tga / .dds" texture because when converting textures into the useable format (.dds), gloss and level are be merged to ...gloss_map.
So you can attach any texture for the level-slot with "level" at the ending. In the working data folder you can use the vanilla gloss_map then as long as you use the same name like defined in 3ds Max.![]()
------------- under the patronage of wangrin --------------
~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~
Thank you Vikus for explaining that. I think and hope that is what I have been missing. I will try this again tonight after work!!! I had not been entering any kind of file in the level slot and I think thats why the converter kept bombing out.![]()
Open gloss_map.dds, go to channels, red channel is gloss.tga, green channel is level.tga
Copy channel you need and create new file and save as level/gloss.tga then you can use it in 3d max.
I wrote this: http://www.twcenter.net/forums/showt...me2&highlight=
So if you read it you may understand how textures work and you can convert textures from raw to working data and back again without using BOB.
All, I just wanted to say I was able to get it converted finally!!! Thanks for your help!!
Spoiler Alert, click show to read:
So now I can make changes to vanilla models and start bringing in some of my own models.
Thanks again for the help!!
Last edited by Andromachos; January 25, 2015 at 07:17 PM.
check also this tutorial: http://www.twcenter.net/forums/showt...ches-and-dents
it will help to understand how to add damage, dirt and dynamic effect to your helmet
Hi, i have a problem, in the final step, i can continue from here, there you have two screenshot
My model (following your tutorial)
http://i.imgur.com/g5RijJM.png
And here, i think, is where i stopped
http://i.imgur.com/rRdqZnt.png
I dont know how continue, i try to follow the tutorial but, doesnt work, the BOB cant covnert the CS2 model (diffuse, gloss... all rights)
Im using the same tools, 3ds max 2013 64 bits. Thanks for any help, and of course for the awesome tutorial!
Check if inside your folder you have a file rules.bob (copied for man/helmet/ folder with no changes). Also check if your model in skin modifier assigned to bn_head. Check your rigid material. afaik if you use weighted rigid material you need only 5 basic textures, if you use smth else then you'll need more textures. In any case tell us what error you have in bob.
The error tell:
Cs2 / Convert cas2 (variantmeshes/variantmodels/man/helmets/gondor_helmet.cs2) ===
Texture folder: variantmeshes/_variantmodels/man/helmets/tex
ERROR: Mesh 'object008' doesn't contain a correct '_lod' post-fix.
Failed.
Its the only that say. I check and yes, i assigned to bn_head, and i have the rules.bob file. Thanks for your time and answer![]()
Last edited by Cpt. Cortes; January 26, 2015 at 09:48 AM.
I try add ''_lod1'' to the model, changing the number, even add to the meshes (diffuse, normal..) but the problem its the same.
Do you think it's really the same error?
If you name your model something like model_example_lod1 (try also to copy the model three times and add ...lod2, ...lod3 and ...lod4 to it) there really shouldn't be this error. The only possible reason could be that your file contains another object without this suffix then.
------------- under the patronage of wangrin --------------
~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~
I tried both ideas, but nothing, still the same error.
In 3D max there is only one objet, the helmet, nothing more.
Last edited by Cpt. Cortes; January 26, 2015 at 11:16 AM.
As people say in 3d max in your .max file do these:
- Press unhide all;
- Delete useless models if there are;
- Check if you max file has only model and nothing else;
- Check if your object is assigned to bn_head;
- Check if your model has "_lod1" postfix;
- Check if material assigned to the model has ca_shader.fx and all settings made correct;
- Textures must be in the same folder as your .CS2 file within /tex/ folder;
- Be sure your rigid_material is correct (weighted/dirtmap/anything else). Just copy rigid_material from /man/helmet/roman_cav_helmet.max;
- Export as .CS2;
- Check if you have rules.bob file in same fodler where your .CS2 is;
- Convert .CS2 with BOB (be sure you are converting the right file).
Last edited by Mr.Jox; January 26, 2015 at 11:53 AM.
Okay, was the material, for some reason, the material from roman_cav_helmet was corrupted, i reinstall Assembly Kit, used the new one and works fine, here is the result
http://i.imgur.com/FBgYwqu.png
So much thanks!!! Im going to try the rest of the armour, weapons... Thanks again!!
Last edited by Cpt. Cortes; January 27, 2015 at 04:10 AM.