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Old 03-02-11, 05:14   #1491
Ol.a
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Quote:
Originally Posted by Redgrave View Post
How do we make objects like hats or guns appear on toggling "display accessories"?
Should I rename them as handgunhandleft or... how?
Here is how we do it!
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Old 03-02-11, 05:23   #1492
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Right, and if an object has only one texture?
When I renamed the hat as 'handgunhandleft' and toggled it on in lara, it crashed.

edit: okay, figured it out.
Thanks, Ol.a!

Last edited by Redgrave; 03-02-11 at 06:10.
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Old 03-02-11, 15:04   #1493
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Help?



"AttributeError: this mesh contains no deform vertices."
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Old 03-02-11, 15:08   #1494
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I don't know the aswer to this, but I think it has happened to me too.
Try to export as mesh.ascii (before bone weight copy) and then import again.. It may help..
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Old 03-02-11, 18:24   #1495
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Default Fehlermeldung: "AttributeError: this mesh contains no deform vertices."

Quote:
Originally Posted by dizzydoil View Post
Help?



"AttributeError: this mesh contains no deform vertices."
Here are the answer.

And here in my poor englich
Use Blender. Enter the [B] Pose [/ B] mode. Move a few bones. Some surfaces will not move along, because the copy function "Bone Weight Copy" has not found some poseable vertices near this one.

These non-moving parts, are the "no deform vertices Uses Weigth-Paint or Assign to make it poseable.
Done


Wechselt in Blender in den Pose-Modus. Bewegt ein paar Knochen. Einige Oberflächen werden sich nicht mitbewegen, weil die Kopier-Funktion "Bone Weight Copy" keine Vertices in dessen Nähe gefunden hat.

Diese nicht beweglichen Teile sind die "no deform vertices" Benutzt Weigth-Paint oder Assign. Macht sie so beweglich.
Fertig



Eine Lösung findet ihr hier [IMG]http://i40.************/20l076x_tn.jpg[/IMG] und hier .

[COLOR="DarkRed"]More here [IMG]http://i40.************/20l076x_tn.jpg[/IMG] and here .

Last edited by XNAaraL; 04-02-11 at 18:04.
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Old 03-02-11, 18:29   #1496
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Quote:
Originally Posted by XNAaraL View Post
Here are the answer.

And here in my poor englich
Use Blender. Enter the [B] Pose [/ B] mode. Move a few bones. Some surfaces will not move along, because the copy function "Bone Weight Copy" has not found some poseable vertices near this one.

These non-moving parts, are the "no deform vertices Uses Weigth-Paint or Assign to make it poseable.
Done


Wechselt in Blender in den Pose-Modus. Bewegt ein paar Knochen. Einige Oberflächen werden sich nicht mitbewegen, weil die Kopier-Funktion "Bone Weight Copy" keine Vertices in dessen Nähe gefunden hat.

Diese nicht beweglichen Teile sind die "no deform vertices" Benutzt Weigth-Paint oder Assign. Macht sie so beweglich.
Fertig

Okay, thanks. I'll see how it goes.

Last edited by dizzydoil; 03-02-11 at 18:42.
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Old 03-02-11, 18:39   #1497
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Default Error Message: list.index(x): x not in list

The Blender export script show this error: -- Die Fehlermeldung in Blender


Load any matching skeleton on a new layer. First you have switch the layer: -- Ladet ein intaktes Skelett auf einen neuen Blender Layer wie folgt:


Use the version 1.3 importer script -- Daß ihr den neusten Importer benütz, dürfte selbstverständlich sein


Display all bone layers. Hold the shift key down and select with the left mouse button the bullet from bone layer 2: -- Alle Knochen einblenden. Haltet die Shift Taste gedrückt und klickt auf den Knopf für den 2. Bone-Layer.


Use the outliner to search the missing bone. -- Im "Outliner" Fenster den verloren Knochen im intakten Skelett suchen.


Select the bone-head-join point with the right mouse button. Hit <Shift> + <s> to set the 2D cursor to this point. -- Mit der rechten Maustaste den Startpunkt des Knochens selektieren und mit dem grossen S den 2D Marker auf diesen Punkt setzen.


Switch to the Layer with your (wrong) MOD and display all bones. -- Wechselt zu dem Layer mit eurem MOD und aktiviert ebenfalls den Layer mit den unsichtbaren "unused" Knochen


USe <Shift> <Space Bar> to add a bone at the 2D Marker position. -- Das Menü zum erzeugen eines Knochen an der Stelle des 2D Markers erhaltet ihr mit <Shift>+<Leertaste>


Rename the "Bone" to the matching bone name. Use the right parent. Look on the outliner View -- Gibt dem Knochen den Namen aus der Fehlermeldung und verbindet ihn mit dem Vater Knochen. Dessen Namen findet ihr im Layer des intakten Skelettes oder im Outliner-Fenster.


Hint:
If the missing bone has children, then reparent the children to this new bone. Example: "root hips" -- Wenn der soeben erzeugte Knochen bei dem intakten Skelett "Child" Knochen hat, dann diesen den neuen Knochen als "Parent" geben. Zum Beispiel ist dieses für den "root hips" Knochen nötig !
<- Clicky for fullsize

-- Finish --

Last edited by XNAaraL; 03-02-11 at 19:16.
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Old 04-02-11, 14:54   #1498
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Sorry if is the wrong thread, is possible to have a tutorial for make bump maps textures? and how are the parameters that i've to write in the mtl file?
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Old 04-02-11, 18:15   #1499
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Quote:
Originally Posted by Lara_maniac View Post
Sorry if is the wrong thread, is possible to have a tutorial for make bump maps textures? and how are the parameters that i've to write in the mtl file?
The thread are OK. You can do this or

how to make bump maps?
Video: How to create bump maps from color maps in 3ds Max 8
Or paint the bump.map with photoshop. Or use the photoshop filter plugin. Read this.

Parameter in the .mtl file:
Quote:
Originally Posted by Dusan View Post
Update: version 5.0
- displays bone names in 3D window

- support for custom OBJ+MTL static models:
- sample OBJ+MTL model provided: Data_Laptop.zip, unzip this to folder data as usual
(material parameters explained in file model.mtl)
- OBJ+MTL features: diffuse maps, normal/bump maps, adjustable specular highlights, shadeless (self-illuminating) materials
- texture transparency is currently not supported

Data_Laptop.zip

Model.mtl
Code:
# map_Kd: diffuse texture
# map_Kn: normal texture
# Ks: specular amount (default 0.2)
# Ka: ambient light (1.0 => shadeless)


newmtl MaterialA
map_Kd texture2.png
map_Kn texture2n.png
Ks 0.2


newmtl MaterialB
map_Kd texture3.png


newmtl MaterialC
map_Kd texture2.png
Ka 1.0


newmtl MaterialD
map_Kd texture1.png
Ks 0.25
==> No parameters for bump map possible.

ModelLoaderObj.cs:
Code:
            while (true) {
                string line = file.ReadLine();
                if (line == null) {
                    break;
                }
                line = line.TrimStart();

                if (line.StartsWith("newmtl ")) {
                    material = new Material();
                    material.name = line.Substring(7).Trim();
                    materials[material.name] = material;
                    continue;
                }

                if (line.StartsWith("map_Kd ")) {
                    if (material != null) {
                        material.textureDiffuse = line.Substring(7).Trim().Replace('/', '\\');
                    }
                    continue;
                }

                if (line.StartsWith("map_Kn ")) {
                    if (material != null) {
                        material.textureNormal = line.Substring(7).Trim().Replace('/', '\\');
                    }
                    continue;
                }
==> No parameters for bump map possible.


Use map_Kn texture2n.png without any options!

Last edited by XNAaraL; 23-03-12 at 12:48.
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Old 04-02-11, 18:31   #1500
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really thanks!
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