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Jedi Targus
04-21-2009, 06:21 AM
I have been modeling new weapons and such for kotor tsl in gmax, but when i put them in my game they come out invisible. the object is there and i can use it but i cant see it. does anyone know what i am doing wrong?

Quanon
04-21-2009, 07:11 AM
I have been modeling new weapons and such for kotor tsl in gmax, but when i put them in my game they come out invisible. the object is there and i can use it but i cant see it. does anyone know what i am doing wrong?

Well there 2 things I can think of that could have gone wrong:

1) You weapon might be out of place, its there but its perhaps like floating 10 miles under your character.

Make sure you Resetxform before linking your weapon to the AuroraBase.
Another way to check this, is to open the ASCII file you get when you just exported out of Gmax.

The line to look for is position then you'll see a line of numbers, an example 1.0 0.0 5.0 ( X Y Z)

So with Gmax open select your weapon and look at the bottom, you should find the X Y Z values of your model there to :)

Though most likely they look like this, using my example: 100 0 500
Gmax works in CM and Kotor in M: so 100 CM == 1 M

Like that you can be sure your weapon stays on the right spot.
3D programs often have the bad habbit of remembering old coordinates, thus misplacing objects.


2) Your texture you used for your weapon has its Alpha channel pitch black.
When you don't assign a shader effect ( like the CM_Baremetal for bling bling :p ) Kotor makes it transparent.

Alpha channels work with grey values: White = No effect Black= Full effect.
Like I said, if you dont' say wich effect, kotor uses transparency as default.

So you could make a TXI file( just a simple notepad file) with Envmap CM_Baremetal in it.
save as WeaponTextureName.txi

Or just make the alpha channel white in Gimp/Photoshop and resave your texture.