Development > Artwork

Incendiary Rocket

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ajveach:
I did that, and I'm not getting a model to appear in front of the particle effect when the rocket is flying. I'm getting the error "can't find //rocket"

Any idea what I'm doing wrong here?

EDIT-- I got that message to stop appearing, but in the inventory windows the model is still red.

-Anthony


Oh, after I get this one to be functional I was hoping to send it your way (and upload it onto sourceforge if that's necessary) to make sure you can get it to work. Once I know I have the process working I'll be happy to work on those other models you mentioned.

Bandobras:

--- Quote from: "ajveach" ---I did that, and I'm not getting a model to appear in front of the particle effect when the rocket is flying. I'm getting the error "can't find //rocket"

--- End quote ---


I guess I'm getting a crash course on modelling (without yet seeing any modelling program in action, ever). :)


--- Quote ---Any idea what I'm doing wrong here?

--- End quote ---


Let me guess, "rocket" is your texture file? If not how is your texture file named?


--- Quote ---EDIT-- I got that message to stop appearing,
--- End quote ---


How?

--- Quote ---
but in the inventory windows the model is still red.
--- End quote ---


No texture or broken model (wrongly connected triangles)?


--- Quote ---Oh, after I get this one to be functional I was hoping to send it your way (and upload it onto sourceforge if that's necessary) to make sure you can get it to work.
--- End quote ---


Either mail or Sourceforge, but the latter is easier, just open a Patch ticket, upload the file and write that this is yet untested new model. Then I (and perhaps others) download it, test and put a comment it is working OK for me. Then mattn (perhaps) decides to put it in, and I include weapon script support for it in my next patch.


--- Quote ---Once I know I have the process working I'll be happy to work on those other models you mentioned.
--- End quote ---


That would be great. Just make sure it's fun for you, so that we can get you onboard for longer. :)

ajveach:

--- Quote ---Let me guess, "rocket" is your texture file? If not how is your texture file named?
--- End quote ---


Well this is what I know so far. When I export I'm given 4 options: "Scale Factor"(slider), "MD2 file to save:" (save dialog), "Frame List file to load" (save dialog), and "Texture Path:" (Text Input).

I've noticed that anything I type into the "texture path" input ends up in front of the "//rocket" when the game tries to call on the texture. I even added just ".jpg" once to try it out, and when I looked at the console the game was trying to call on "jpg//rocket."

The texture file in this case is rocket.jpg. I saw on wiki that the game assumes that the texture file has the same name as the .md2 file. I also copied the texture and renamed it "rpg_ammo.jpg" when I changed the "rpg_ammo.md2".


--- Quote ---How?
--- End quote ---


I should have written this down. I did this late last night, and I'm having trouble remembering exactly what it was. I want to say that I simply left no path in the "texture path" input on exporting. I'll try to retrace my steps when I get home tonight to figure that one out. My mistake.


--- Quote ---No texture or broken model (wrongly connected triangles)?
--- End quote ---


Almost positive the triangles are all connected properly. The exporter should have given an error if the UVs were correct, or if the mesh itself had a problem. I saw someone else uses Blender to UV map and export their files. I think I'm going to try to track them down later today.


--- Quote ---Either mail or Sourceforge, but the latter is easier...
--- End quote ---


I feel like the most useless person at the moment. I'm even managing to have trouble getting an account with Sourceforge. It's been going on for a few days now. Every time I request an authorization email the page just refreshes and no email is sent.


It's starting to look like it would just be a smoother process for everyone if I just posted the source (in this case .blend file and texture) or an .obj file and let whoever wanted to use it convert it to their preferred format. The modelling and texturing is what I really enjoy doing here, so if it gets to the point where I can't figure this out, I may just resort to uploading source files and getting more useful work done.
[/quote]

Mattn:
no, the texture file don't has to be the same name as the model.

you can try the md2.pl script in src/tools to set or get a texturepath from an existing md2

Bandobras:
Hi ajveach!

I've just managed to get my own sf accound. I though I'll let you know. I took a lot of patient klicking (I've counted around 20  cases of accepting the same things again and again). Are you succesful?

I'll be away for several days, but sure people will help you here, just ask.

Cheers!

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