Re: UVWs incorrectly streched after GBX Model Upgrade
Thats the crazy, thing is I tried with that UV Fix and without it and a million variations. So if you got it to work so easily it has to be something else wrong on my side. I have to use two computers as the Upgrader refuses to work on the one 32Bit Vista system and H2V refuses to work on 64-Bit Win7 so its extra hassle to make and test these .render_models. I'll take a look at what you posted.
Yeah you got it xD. Man I have many many more models I could use help with if you are willing, I appreciate the help, being able to finish these weapons would be awesome and help me finish a couple maps I'm working on; like I need that Missile Pod for Valhalla and Sandtrap.
EDIT: Actually I thought there was an issue but then I recalled this must be the FP model, thats why its missing the right side.
I'll add you to the H2MT Group (on MonstrMoose) so you have more thread access and we can discuss progress on there.
Re: UVWs incorrectly streched after GBX Model Upgrade
Ofcourse I'm willing, just send me the models you want to get converted.
In the mean while I will try to get the .render_models working for weapons too, instead of just scenery :P
(each time I load the weapon in sapien, it crashes :D)
edit: it is the Fp model, so that should be fine :)
Re: UVWs incorrectly streched after GBX Model Upgrade
I can show you how to get around that, study the H3 AR .render_model (in the tags I provided above) for example, now compare em to the original existing BR .render_model and you can see the fields I had to duplicate to make it mesh.
So I take a weapon and think, 'Okay, what existing animations will work well here?' Then I duplicate the frames and markers (as you no doubt saw).
After upgrading I use Cheat Engine to fix the markers and such in real time.
Now the scenery method you are using is a good time-saver for testing the .render_model first to see if the UVs are okay, just plop it into Sapien.
Making progress is awesome. These (bitchy) models were driving crazy to the point of giving up, but not quite.
For a more involved explanation I can show you over TeamSpeak or TeamViewer. You has a mic?
Re: UVWs incorrectly streched after GBX Model Upgrade
I do have a mic, but teamspeak doesn't support it, or something. I still need to buy a tiny piece of technologie that will make it get recognized as a micriophone :P
I will look at the H3_AR.render_model file closely, copy everything that I might thing of that is not correct, and then try it out. If it doesn't work after like 10 times, then I will come back here to ask your help for it ;)
All the models that you've given me, are those the models that you want to get into .render_model format?
Or are there more?
Re: UVWs incorrectly streched after GBX Model Upgrade
BTW, for the FP Splazer that you upgraded I based it on the Rocket animation (the H3 AR was just an example). Already have that Splazer in-game. Needs a few tweaks but that is to be expected.
There are many more models that I could not upgrade properly, but of that H3 batch all I need are the FP and TP models of the BR, Missile Pod and Splazer.
I have some pretty decent Reach weapon models that need attention. An AR and a DMR.
The frigate In Amber Clad so I can place it as scenery on Sandtrap V4 and possibly Outskirts or Metropolis.
And other weapons. I'll make a post about it tomorrow on MonstrMoose.
Re: UVWs incorrectly streched after GBX Model Upgrade
The FP missile pod doesn't have any markers / nodes, I suppose it is ment to have none?
Re: UVWs incorrectly streched after GBX Model Upgrade
I made a new thread about this topic here:
http://www.monstrmoose.com/forum/vie...hp?f=74&t=4922
I'll post the updated Missile Pod (TP and FP) Max files there as well.