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Author Topic: Gears of War 3 retail  (Read 51571 times)
vicbf
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« Reply #45 on: November 21, 2011, 05:44 »

Had to give the farmer a CAT hat hehe.

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vicbf
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« Reply #46 on: December 27, 2011, 02:07 »

I'm trying to export character models from Raams Shadow dlc I managed to export Valera and Minh, but I can't export Tai and Barrick I get error in error log:

******** MPCH_COGBarrickDLCMP_SF.upk ********

ERROR: assertion failed: H.Tag == PACKAGE_FILE_TAG

FCompressedChunkHeader<<:pos=566 <- appReadCompressedChunk <-
FByteBulkData::SerializeChunk <-
UTexture2D::LoadBulkTexture:File=Textures_FreeMP.tfc <-
UTexture2D::GetTextureData <- ExportTexture <-
ExportObject:Texture2D'T_barrick_cigar_M' <- Main


 
Valera:



Not sure what I'm doing wrong.
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Gildor
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« Reply #47 on: December 27, 2011, 08:05 »

UE3 has much more complicated data structures for DLCs, probably that's a reason of error.
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prim8
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« Reply #48 on: December 29, 2011, 02:40 »

Had to give the farmer a CAT hat hehe.



How did you get the materials so perfect in 3ds?
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vicbf
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« Reply #49 on: December 29, 2011, 17:50 »

I set the materials up in 3ds max using a dx shader which I got from here: http://www.bencloward.com/shaders_NormalMapSpecular3lights.shtml
« Last Edit: December 29, 2011, 17:53 by vicbf » Logged
Tribalizer
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« Reply #50 on: January 03, 2012, 06:11 »

Does anyone know where I can find a proper Clayton Carmine model? The only one I can find amongst the files looks like this:



When he should look like this with the decals on his chest armor and tattoos:

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cr4zyw3ld3r
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« Reply #51 on: January 04, 2012, 00:56 »

^ the above is a proper model I have the same one, but the emissive texture is messed up or maybe just mapped incorrectly, as for tatoos that is a separate texture, look for T_COG_ClaytonCarmine_Details_D
« Last Edit: January 13, 2012, 12:18 by cr4zyw3ld3r » Logged
Dreadfred
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« Reply #52 on: January 04, 2012, 06:13 »






And how to. (The texture for the mask is 128px, could be smaller)


I think Carmine uses a second uv set for the tats and stuff.
« Last Edit: January 04, 2012, 06:25 by Dreadfred » Logged
cr4zyw3ld3r
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« Reply #53 on: January 04, 2012, 21:57 »

yeah, maybe but then that still doesn't fix the way the emissives are mapped
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Dreadfred
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« Reply #54 on: January 05, 2012, 00:05 »

There is nothing wrong with the emissive maps, they don't work 'as is' in umodels viewer because umodel can't support all unreal material tricks. If you press m when viewing the Marcus_summer model in umodel text pops up that gives you a basic starting point to rebuild the materials in ut3/udk.
edit; Here you go  http://udn.epicgames.com/Three/CroppedEmissiveAssistant.html
« Last Edit: January 05, 2012, 05:02 by Dreadfred » Logged
cr4zyw3ld3r
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« Reply #55 on: January 05, 2012, 05:33 »

nice, thanks Dreadfred, will have to give this a go  Cool
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Dreadfred
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« Reply #56 on: January 05, 2012, 06:45 »

I have been noodling about with the gears editor and think I know how its done the Epic way, no texture mask and a material instance copy to swap out emissive maps and change the color/tint.

Edit: http://www.mediafire.com/?b8fr2ffy29ycdvx (UDK/Gears) Plug the material in to a material instance constant.
« Last Edit: January 09, 2012, 03:24 by Dreadfred » Logged
cr4zyw3ld3r
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« Reply #57 on: January 07, 2012, 23:29 »

thank you!!!  but how did you get to the clamp???  i am getting this error http://www.flickr.com/photos/36116173@N07/6688695401/in/photostream
« Last Edit: January 13, 2012, 12:20 by cr4zyw3ld3r » Logged
JUGGERNUT
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« Reply #58 on: January 13, 2012, 13:18 »

Cool, glad there's a way to do emissives correctly!

And yeah, does anyone know how to put the tatoo texture on clay correctly lol.  Epic did the same thing with lambent berserker too.
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Dreadfred
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« Reply #59 on: January 14, 2012, 00:02 »

cr4zyw3ld3r, Double click the emissive texture in the content browser (not material editor) to bring up its properties to change Wrap to clamp.
 
JUGGERNUT, I'm sure Epic used a second uv channel, the uv layout for the Armour and tatoo textures would need a different Uv layout from Carmines mirrored uv's.
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