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Author Topic: Importing problems  (Read 4775 times)
Traza
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« on: December 05, 2011, 06:34 »

Hi all Smiley

I have a problem importing models from the game tron evolution...
First of all I have a lot of troubles to find the skeletal mesh inside the various folders of the game cuz is a real hell inside there...second problem after I extracted my model when I import in 3ds max 2011 the model is parallel to the x asses...and if I turn it on the correct position after I apply one animation he return again parallel to the x.

I really hope u can help me...cyas Smiley
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Gildor
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« Reply #1 on: December 05, 2011, 07:59 »

First of all I have a lot of troubles to find the skeletal mesh inside the various folders of the game cuz is a real hell inside there...
you can use "-uncook" option to reduce the search area
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second problem after I extracted my model when I import in 3ds max 2011 the model is parallel to the x asses...and if I turn it on the correct position after I apply one animation he return again parallel to the x.
ActorX Importer has option "Mesh rotation", use this!
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Traza
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« Reply #2 on: December 05, 2011, 23:27 »

Hey man I love u Smiley I didn't noticed was this option on the importer...now I'm having another issues with textures...I know this is not the right topic but I don't know where to post it...on the preview screen of umodel I see all the textures applied to the model and it's shiny like the tron model have to be...but in 3ds max can't figure out how to apply the textures to make it look shiny like the preview...any help? Smiley
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Gildor
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« Reply #3 on: December 05, 2011, 23:34 »

I'm not Max specialist, so may be somebody else could help? Anyway, ActorX Importer maps all channels which was detected by umodel when mesh is imported correctly (when materials are created by importer, not by hands of some guy who did not watched my tutorials Smiley)
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Gildor
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« Reply #4 on: December 06, 2011, 00:02 »

Forgot it ... TRON uses combined texture maps: specular, opacity, illumination are combined into a single texture. I don't know whether it is possible to create materials in Max which will use single texture for 3 purposes: Red channel for illumination, Green channel for opacity and Blue channel for self-illumination etc.
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Traza
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« Reply #5 on: December 06, 2011, 00:08 »

So I think I need really an help Smiley can u redirect me on some forum where I can find help? and can u link to me ur tutorial page so I can read it all? I'm newbie and I know I'm bothering u but I'm still learning...ty very much
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Gildor
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« Reply #6 on: December 06, 2011, 00:13 »

can u redirect me on some forum where I can find help?
No, I can't, but probably other people can help
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and can u link to me ur tutorial page so I can read it all? I'm newbie and I know I'm bothering u but I'm still learning...ty very much
http://www.gildor.org/projects/umodel/faq
http://www.gildor.org/en/projects/umodel/tutorials
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DaDarkDragon
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« Reply #7 on: January 24, 2012, 06:06 »

Unless I'm doing it wrong I don't know what the problem is. The PSA files don't seem to be working on UT3 (just recently got it on steam). the PSA opens fine and it puts it on the mesh fine but there is no animation on it. All the key-frames do nothing. Sorry, I never used the psa importer till now


AXI v. 1.22
max v 2011
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Gildor
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« Reply #8 on: January 24, 2012, 08:22 »

Are you sure you're opening psa file for correct mesh? Probably your skeletal mesh has different skeleton.
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DaDarkDragon
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« Reply #9 on: January 24, 2012, 08:54 »

After testing somethings that I wish I thought of earlier, it is the right animation. I just didn't know that i needed to import them right after the mesh as it worked then.
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