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#111 |
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Join Date: Apr 2008
Posts: 368
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I *think* that when you are importing the object into moveall, it also imports a new material, could you check? The material list in Metasequoia should have Tile001 first, Tile002 second and so on. Is there a new material added to the end?
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#112 |
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Join Date: Nov 2001
Location: Puglia, Italy
Posts: 54
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Yes, when I import the model, a new tile is added at the end of the list, but usally I delete it and I apply the tile imported with the level.
Last edited by Walrus; 18-07-10 at 15:26. |
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#113 |
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Join Date: Apr 2008
Posts: 368
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Well you are doing everything right in Metasequoia, as far as I can tell. In any case, don't change the order of the materials in the material panel, as this is what meta2tr uses to determine the tile number, eg the 5th material in the list is taken to be Tile005, etc.
Importing the object into the level should now be very simple. With your new object highlighted in the object list, click on Misc then Show only current, so only the object is visible (this saves time in the next step). Then save the file. Then drop it onto meta2tr. It should say importing ANIMATING5 or whatever slot you've chosen. No need to import any of the tiles, because they haven't been changed. Then run newlevel.tr4, and everything should be ok. Does that work? Last edited by meta2tr; 18-07-10 at 16:07. |
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#114 |
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Join Date: Apr 2008
Posts: 368
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OK, I'll create an object with the same uv points as yours and test it.
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#115 |
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Join Date: Nov 2001
Location: Puglia, Italy
Posts: 54
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Yes, it works!
![]() ![]() Last edited by Walrus; 18-07-10 at 16:25. |
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#116 | |
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Join Date: Apr 2008
Posts: 368
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![]() Quote:
![]() The visibility flag is used by meta2tr to determine whether or not to import the object. It's just to avoid importing objects that haven't changed therefore saving time. I *think* that your Tile list was out of order in your first moveall file, anyway that would explain why the room textures were ok (they have tiles with lower numbers) and Lara's textures were not (she has tiles with higher numbers). For example, this could happen if you take an added material at the end of the list, and you drag it up the list, it gets inserted, and bumps half the existing tiles down. |
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#117 | ||
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Join Date: Apr 2008
Posts: 368
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![]() Quote:
Quote:
I've created a BADDY_1 object, with UV points like yours.. in Metasequoia it looks like this: ![]() Checking the mqo file in Notepad shows exactly the same uv coordinates (1,0 0,0 0,0 1,0): ![]() The conversion happens with no errors: ![]() And in game it worked: ![]() So can you give me the exact error message you have? If it scrolls off the screen, just open report.txt, go to the bottom of the file, and look for the error there. Thanks. |
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#118 |
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Join Date: Nov 2001
Location: Puglia, Italy
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Ops, sorry, I think that there was a misunderstanding
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#120 |
Unverified User
Join Date: Jan 2008
Location: Deutschland
Posts: 5,140
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Thx for the help!
But... ![]() But I can't change the Pivot! The whole Mesh will move,too! |
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