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My poor elven archer doesn't work

12-12-2004, 08:43 PM#1
BlinkBoy
well i created an elven archer based from the HighElvenArcher, the problem is the next, the head is totally team colored and during game not in WE the 1 geoset sets red and starts tambaling and changing the transparancy; i'm sure all the materials are setted correctly and the geosetanims to so where is the problem is what i don't know. Could some1 plz help me?
12-13-2004, 11:57 PM#2
Oinkerwinkle
I'm stumped. The redness seems to be somehow associated with the material, but it's all behaving very erratically and occasionally crashes the WE. So, I'm guessing that something subtle but important is wrong. Do you have any earlier versions of this and did you do anything else to it other that switching heads?
12-14-2004, 03:04 AM#3
BlinkBoy
Quote:
Originally Posted by Oinkerwinkle
I'm stumped. The redness seems to be somehow associated with the material, but it's all behaving very erratically and occasionally crashes the WE. So, I'm guessing that something subtle but important is wrong. Do you have any earlier versions of this and did you do anything else to it other that switching heads?
yap the problem started since i edited the unwrap of the cape, i think there is the problem because if you see the cape of the highelfarcher in wc3v and then you see it in WE the part that isn't team colored in the cape in wc3v is team colored at WE, so i was thinking that there could be a lil problem; and nope i don't have any earlier vertion. And i also welded each vertex of the cape, cause i saw each vertex were 2 vertexes so i decided to decrease, in effect that could be the problem.

EDIT: I resetted the old cape geoset and the errors are still there.

a solution to it is unknown, so i will try to remake the model, i recommend you if the error is unknown, to check the model to find out an explanation for thing.

EDIT2: i found another thing, the geoset anims in highelfarcher, are really strange, they have no assigned geosets and only 1 alpha, in my model i edited them to fix some problems.
12-15-2004, 03:05 AM#4
BlinkBoy
i've recreated the model, and i could fix many old errors but the head is still totally team colored, even thought that i've setted the materials correctly; anything i can do?
12-15-2004, 08:20 AM#5
Armel
Apparently the material is using teamcolor, look:
materialId 3:
Code:
	Material {
		Layer {
			FilterMode Blend,
			TwoSided,
			static TextureID 4,
		}
		Layer {
			FilterMode None,
			Unshaded,
			static TextureID 1, ===>teamcolor
		}
	}

EDIT: you should remove the shoulderpads' spikes, I don't think they look good on an elf
12-15-2004, 03:36 PM#6
BlinkBoy
Quote:
Originally Posted by Armel
Apparently the material is using teamcolor, look:
materialId 3:
Code:
	Material {
		Layer {
			FilterMode Blend,
			TwoSided,
			static TextureID 4,
		}
		Layer {
			FilterMode None,
			Unshaded,
			static TextureID 1, ===>teamcolor
		}
	}

EDIT: you should remove the shoulderpads' spikes, I don't think they look good on an elf
oh, ya he but still doesn't work, i changed it if it could work but it didn't the original code looks like this:
Code:
	Material {
		Layer {
			FilterMode None,
			Unshaded,
			static TextureID 1,
		}
		Layer {
			FilterMode Blend,
			TwoSided,
			static TextureID 4,
		}
	}
and about the spikes, it is a wc2 elven archer and needs to have spikes
12-15-2004, 04:23 PM#7
Armel
I don't remember they had spikes, but well... maybe on a concept they had some. At least on the image with that elf and the troll on the main menue the elf hadn't spikes.
This material is still using teamcolor, replace it with one like this and it should work:
Code:
	Material {
		Layer {
			FilterMode Transparent,
			Unshaded,
			TwoSided,
			static TextureID 4,
		}
	}
12-16-2004, 03:20 PM#8
BlinkBoy
Quote:
Originally Posted by Armel
I don't remember they had spikes, but well... maybe on a concept they had some. At least on the image with that elf and the troll on the main menue the elf hadn't spikes.
This material is still using teamcolor, replace it with one like this and it should work:
Code:
	Material {
		Layer {
			FilterMode Transparent,
			Unshaded,
			TwoSided,
			static TextureID 4,
		}
	}
the problem is that i don't want to lose the team color; it is used for the bend in the head, else it won't be the wc2 elven archer. and 1 more thing, if you set it unshaded then it will look cartony, cause the skin won't shade with the model.
12-16-2004, 04:25 PM#9
Armel
I put unshaded because I copied and pasted the material from another model and I really don't know why I left it, it was a mistake indeed.
If you want the "bend in the head" to be teamcolored but not the rest of the face, you'll have to separate it in two geosets. Look at blizzard models, they usually have one geoset for teamcolored parts and one for parts using a transparent filter.
EDIT: If you want I can do it for you.
12-18-2004, 05:30 PM#10
BlinkBoy
Quote:
Originally Posted by Armel
I put unshaded because I copied and pasted the material from another model and I really don't know why I left it, it was a mistake indeed.
If you want the "bend in the head" to be teamcolored but not the rest of the face, you'll have to separate it in two geosets. Look at blizzard models, they usually have one geoset for teamcolored parts and one for parts using a transparent filter.
EDIT: If you want I can do it for you.

ty armel but i will do it myself, don't get busy; lets see, i need to separate the ben parat from the head, hmm that will be difficult.
12-19-2004, 07:40 AM#11
Armel
It's not that hard: just add (through notepad) two separate copies of the geoset to the model, delete in one version all the faces you want to have teamcolor, in the other one all the faces you want to have transparent filter, check regularly with war3viewer that they are complementary (that you didn't delete one face in the two version), don't forget to delete the isolated vertives that will result from thie process. Once this is done, add a new material for the new version of the geoset.
12-19-2004, 07:58 PM#12
BlinkBoy
Quote:
Originally Posted by Armel
It's not that hard: just add (through notepad) two separate copies of the geoset to the model, delete in one version all the faces you want to have teamcolor, in the other one all the faces you want to have transparent filter, check regularly with war3viewer that they are complementary (that you didn't delete one face in the two version), don't forget to delete the isolated vertives that will result from thie process. Once this is done, add a new material for the new version of the geoset.

hmm i did that, but it seens that the geoset is alphying by himself, i added a transparent and it alphas totally plus the skin doesn't have alpha, xept for the bend part, and i setted materials in the same orther as the priest and now it crashes WE.
12-19-2004, 10:29 PM#13
Armel
Can I see the mdl?
12-20-2004, 03:06 AM#14
BlinkBoy
Quote:
Originally Posted by Armel
Can I see the mdl?
ya, i've updated it, but it seens it still have alpha, atleast i fixed the crashes; i can't upload the file for now cause there is an error.

EDIT: forget about it, it seens that the blp file was corrupt, i found it using biturn and instead of using wc3v for converting it, i used wc3 image viewer II.
12-20-2004, 05:28 AM#15
Armel
Yeah, sometimes wc3v converted skins are corrupt, in this case I use wc3 image extractor.