| 11-15-2008, 04:03 AM | #1 |
Hi. I'm creating a simple model of an 'electric' ball just to see how to add custom models. After reading a tutorial using the plug-in for ms3d I followed it with success except that the texture doesn't load in game. Instead it just shows a pale white colour. When the tutorial talks about importing a texture it says "Path:Textures\whatever.blp". So I made a folder called textures, converted my <mytexture>.bmp to .blp, put it in the folder and imported it to ms3d giving an error 'failed to import texture'. If I try to load a .bmp it imports fine. Neither way shows the texture in game. So I used MPQEditor to add the .blp to the mpq which then causes WE to fail saying the archive is corrupt. I've also tried importing the .blp into WEditor and using a custom path Textures/<mytexture>.blp which still doesnt work >.< Can someone see where I'm going wrong Tutorial: http://www.wc3campaigns.net/showthread.php?t=86308 I've uploaded my model file if you need to take a look at it. Thanks |
| 11-15-2008, 04:14 AM | #2 |
And my model file in .ms3d (rar-ed) |
| 11-15-2008, 10:58 AM | #3 |
I'd say it's a problem with the textures themselves (i.e. they are corrupt). In addition, you're most likely going to have to reinstall WC3 in order to fix the .mpq that has been corrupted. First things first, check the physical size of your texture. It needs to be 32x32, 64x64,128x128, 256x256 or 512x512. Any arbitrary number (for example 100x100 pixels) will not work ingame. Also check your settings when exporting or converting. When saving as .tga or .bmp, go for 32 bit depth for best results (preserves alpha channels and doesn't destroy the texture). As for conversion, just try avoid anything too extreme. Oh right, rofl. Just downloaded it, and your texture path is still <textures\white.blp> You'll need to edit the model (in Magos or in Notepad) to be the texture you want to use. |
| 11-15-2008, 01:28 PM | #4 |
Awesome! That was exactly the problem. I can now create custom models and import them (with skins) successfully! Thank you very much. P.S. Adding and removing files from the .mpq doesn't seem to screw it that bad. Only that when there is an alien file it wont open warcraft. Once the file is removed it works fine; no need to re-install. EDIT: Thanks for the help but I have another problem to so with skinning. More specifically UV mapping. I open my model in LithUnwrap and separate the groups so I can skin them with separate textures, save as .bmp and use photoshop to edit. In photoshop I add a new channel called Alpha 1 and paint white the areas I want showing and also apply my textures to the respective areas denoted by the UV map. I then create material in ms2d and import the .blp converted from the .bmp, export, alter the path in the mdl, convert back to mdx and import into W3Editor. It shows the skin but doesn't add it to the right groups and it also shows the black background which I didnt colour white in the alpha channel. I've also tried creating separate uv maps for the different textures and editing the mdl to show 2 textures but to no avail. There isn't an effective tutorial for uv mapping and I understand little about it. Could someone explain a little how to add different textures to separate groups? |
| 11-18-2008, 03:39 AM | #5 |
Double-double-post? Well, since the second one wasn't quite forty-eight hours it's not officially a double-post. Edit: Thanks for fixing it, toofless. ^^ |
| 11-19-2008, 07:33 PM | #6 |
I can´t understand what is the problem to be honest, but it seems more like an UVW issue, and that is not dealt in this section. Try to do a fast search in the modeling section or the tutorials and if you can´t find the answer, go ask in the modeling area. |
| 11-21-2008, 06:08 PM | #7 |
Ok. Thanks. |
