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Thread: Invisible Musket in new unit

  1. #1
    4zumi's Avatar This one sparks joy
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    Default Invisible Musket in new unit

    Hi, I am at a loss, and I do not know what went wrong.
    I tried to make a new unit.
    Taking the Urban Militia and giving them a Musket, to make Urban Gunners

    I converted the meshes of the Urban Milita and the Janissary Musketeers.
    Deleted in the Janissarys everything but the two muskets and the rod
    Deleted the shield of the Urban Militia
    Merged both files.
    Assigned the Groups new
    Edited the comments of the sword to make it secondary
    Assigned the Musket to the Weapon01 bone (where it was at the Janissarys and the rod to the left hand bone (like in the Janissary model)
    Remaped the textures of the musket and the rod
    The textures show up in milkshape just fine

    The unit works fine, but the Musket and the rod is invisible. Secondary weapon is fine.

    I have no idea where i went wrong, if someone could have a look and tell me what the problem is, i would be grateful

    I have attached a zip with the files mesh and 3ds and the textures and every other file
    http://www.mediafire.com/file/62dnrl.../data.zip/file

    Thanks
    zumi
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Invisible Musket in new unit

    Which method did you use to convert TGA to TEXTURE? Because when convert it back to DDS with the python converter I get a preview that looks like a alpha channel pic, from left to right: DDS, TEXTURE, TGA



    When I open the DDS file however it looks like the TGA display. I have no real clue about model commenting so I'll leave a better review to paleo.










  3. #3
    4zumi's Avatar This one sparks joy
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    Default Re: Invisible Musket in new unit

    The textures should not be the problem, as they are used for other models as well and work.
    I use dxtbmp converting the texture directly into a tga, use photoshop for changes, if there are any (i did not change the texture), and back to .texture again.

    I also used an unmodded original attachmentset texture and the musket did not show up.
    So my guess is, that there may be a problem with the model i made.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Invisible Musket in new unit

    DXTBMP will be the reason for the 'alpha' display then when converting back with python - agreed that it would not be the problem, even without the confirming use by other models.

    Paleo it is then.










  5. #5
    4zumi's Avatar This one sparks joy
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    Default Re: Invisible Musket in new unit

    I found the issue. Took my some blood, sweat and tears.

    I made the mistake and used milkshapes merge function. This seems to mess up the model for some reason.
    After I made a new attempt and used the modelers toolbox, everything works like a charm now.

    So for everyone who stumbles upon the same problem: Don't use milkshapes merge option
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Invisible Musket in new unit

    I use GOAT, on the rare occasion that I do stuff like that - usually for strat models.










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