| 01-13-2005, 05:37 AM | #1 |
Heres what I did. -Opened Vertex modifier. -Opened model 1, geoset number 2. Added markers, removed the head. Saved the model. -Opened model 2, geoset number 1. Removed everything but the head. Saved just the geoset. -Opened Geoset Merger. Base, model 1. Geoset, model 2. Output, model 3. -Skin, Head2.blp (which was not in the .mdl file for model 2, but is the skin that the head uses). -None -Bone, Head: Spine32. -Merged the models, converted to .mdx. Everything seem fine? I imported into Wc3. The face was much darker than normal, and instead of blonde hair, the hair was a darkish gold. The UV mapping for the old and new heads is identical, only recolored. It appears as if the model is using both skins for the head. I open the .mdl file to see this: Code:
Textures 2 {
Bitmap {
Image "Truh.blp",
}
Bitmap {
Image "Trub.blp",
}
Bitmap {
Image "Head2.blp",
}
}
Materials 2 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
Material {
Layer {
FilterMode None,
static TextureID 1,
}
}
Material {
Layer {
FilterMode None,
static TextureID 2,
}
}
}So there are three skins, but its set to only use 2, same for materials. The third skin is the new skin that the new head should be using. Truh.blp is the old head skin. So logic would say.. remove the Truh.blp and one of the materials. I try that, and the model crashes both wc3 and World Editor. So, I try to switch the Head2.blp and the Truh.blp skins around. Now the face is just as dark, and the hair is solid black (when it should be a bright yellowish.) There is NOTHING wrong with the skins, they work on their respective models just fine. So it must be a model problem. What am I doing wrong? |
| 01-13-2005, 08:27 AM | #2 |
Can you post the mdl so I try to fix that? |
| 01-13-2005, 06:28 PM | #3 |
You can delete both the material and texture but you need to change the textureids for every material below it and subtract one. You also need to go and change every geoset so that their materialid is also subtracted by one. Example: Textures 2 { Bitmap { Image "Truh.blp", <---delete } Bitmap { Image "Trub.blp", <---new textureid becomes 0 } Bitmap { Image "Head2.blp",<--- new textureid becomes 1 } } Materials 2 { Material { Layer { FilterMode None, static TextureID 0, } } Material { Layer { FilterMode None, static TextureID 1, } } Material { Layer { FilterMode None, static TextureID 2,<---delete this material } } } Geoset <stuff> <vertices, matrices, etc.> MaterialID 1 <---if this is the new head geoset then change the materialid to 0 If that doesn't help just upload it and I'll fix it. |
