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That is much much better! Those are how the textures should look.
But now, there's a different problem, but not on your end. The textures for the model are such great quality that it's too big to upload to the site! There's a 30MB maximum for files, and the smallest I can compress these is to 40MB. I'll have to talk to someone to see if we can't do something about that limit, as otherwise we'd be missing out on some excellent models!
In the meantime, there's another issue I realized. There's not much of a problem with relatively simple models, but with a complex model like the Xenomorph, I have no idea which textures go where. There are dozens of pieces to the model and a number of abstract textures. Normally, exported .OBJ files come with a .MTL file. If the method you use to rip these doesn't create one, is there perhaps another format you can try? Such as .DAE? Or better yet, include both? It's nice to have an option for people who can't use one or the other.
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okay mtl file i have bin working on i will finish it tomorrow i did a lot on it
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You've been working on it? It's normally automatically exported. I know it's tedious work to make one manually, so kudos to you if you are.
I'm curious, how are you ripping these models? I noticed the .OBJ said you used Noesis to export it... does that mean you've found a way to access the game's model files?
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12-14-2011, 07:28 AM
(This post was last modified: 12-14-2011, 08:10 AM by PhillyHicks.)
YES!!! my friend has found a way but i do not know how he dose it he never tells any one but i did see at one time he some how got into the games files
he when in to the envs file picked a level and and he opened a file that said pc and then a program came on and his screen got all gray and a timer came on
and that is it?
and i have the mtl file but the gray texture that makes the xenomorph look all shiny how do you put that on?
i am using blender 2.6 to put on the textures
Okay i found out how to get the files i was being a integer but he told me not to tell any tell after he got the models he wanted to put on here
so as soon as he gets the models he wants i will tell you
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12-15-2011, 12:41 AM
(This post was last modified: 12-17-2011, 11:36 PM by PhillyHicks.)
the links in here are not working go to the end of the page
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Well, looks like Noesis didn't do a good job with those .DAE files, which is unfortunate. You're better off sticking with .OBJ, since these models don't have their rigging data.
Also, be careful when handling the textures. A couple of the Xenomorph's bump map textures lack their Alpha transparency. (6 and 10)
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12-15-2011, 10:04 AM
(This post was last modified: 12-17-2011, 11:36 PM by PhillyHicks.)
(12-15-2011, 12:58 AM)Peardian Wrote: Well, looks like Noesis didn't do a good job with those .DAE files, which is unfortunate. You're better off sticking with .OBJ, since these models don't have their rigging data.
Also, be careful when handling the textures. A couple of the Xenomorph's bump map textures lack their Alpha transparency. (6 and 10)
the links in here are not working go to the end of the page
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That's better, though now 7 needs to be fixed. Speaking of which, are you sure all of these textures belong to this model? I'm positive that 5, 6, 9, and 10 do, but all of the other ones don't seem to fit to it. Especially 1 and 11, which look like they belong to something completely different. If they all do indeed belong to this model, it doesn't look like there is any way for people to make use of the other textures, so you might as well toss them. If you kept only the four textures I mentioned, you'd have a submission small enough to fit on the site!
There is one more thing you'll have to fix in your submissions, but it's of no fault of your own. Fortunately, it's easy to fix, and all you need is Notepad. Below are some easy instructions you can follow to make your submissions ready for the site. I'll be using the Xenomorph's .MTL file as the example.
For every .MTL file that Noesis spits out, open it up in Notepad. You'll notice everything is nicely organized in a repeating pattern of data blocks. The only lines you'll be interested in are the ones labeled "map_Kd", which control the texture names for each material.
When you look at the first instance of it, you'll see it says "C:\Users\pc\Desktop\stuff2\game files1\player a files\player tex\xenomorph\5.png". The path given here will only work on your own computer, but not anyone else. Now, look at the next block. By sheer luck, the second instance is set exactly how we want it: it only gives the name of the texture file, "5.png" and no slashes or anything before it.
All you have to do to fix the .MTL is go through each block in the file and remove the extra path in front of the texture's name, from the "C" to the last slash. Now, there are quite a few in this particular .MTL, but in most othere models there will be a lot less.
I hope the instructions were simple enough, but feel free to ask if you have questions or are unsure about what you're doing. Once the .MTL files for these are corrected, I can put these on the site!
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12-15-2011, 09:32 PM
(This post was last modified: 12-15-2011, 10:08 PM by PhillyHicks.)
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??? where is the link i put?
well here it is
pistol
http://www.mediafire.com/?4t8d70n2dtdd771
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As far as the Xenomorph goes, that's much better. I'll look at the rest in a bit, but right now I still have a lot of models to go through. In the meantime, keep them coming!
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12-18-2011, 10:21 PM
(This post was last modified: 12-18-2011, 11:16 PM by PhillyHicks.)
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12-18-2011, 11:29 PM
(This post was last modified: 12-18-2011, 11:38 PM by PhillyHicks.)