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Messages - Sigmous

#1
Thank you... so, so much. I just imported three models into Source Filmmaker after removing the OpenSubDiv and it relieved the problem instantly. I'm not even sure why it's there, I didn't add it - it must just be defaulted on there after importing from WoW Model Viewer.  I'm still testing but nothing out of the ordinary has occurred yet. This is fantastic. Thanks SO much. I would've never suspected that modifier.
#2
Hey, I couldn't find an e-mail readily so I used the e-mail form on the site. You can find the model here as well: https://mega.nz/#!LV4niAAA!ZXeeORy55MCz9JENvcsoYC1DbZq2XKJ95xDlhIEQ0tc
#3
I'm very suspicious of these model exports... I'm getting the jagged edges for every single model that I've exported from the WoW Model Viewer thus far, and that shouldn't be. I honestly don't know why and I can't imagine that the weights of every single model are off, but I can't find anyone else who's had this problem. Very frustrating.

I've noticed two things:

  • The jagged edges move when a specific bone does... In this picture (http://imgur.com/9m0PgEk) you can see that 'nightelfmale_hd' is ahead of the model, and whenever it moves, the jagged edges will stretch or shrink in that direction. It's invisible in Source Filmmaker, but it associates with the name of my mesh in 3ds max.
  • Bones are being deleted during export. I don't know why, but they are. Some of the bones present in 3ds when I import aren't there when the model is moved into SFM. And some of the bones which are deleted are related to the areas where the jagged edges are present. Is there any way to preserve all the bones on export?

Any idea if these would be responsible for anything?
#4
Okay, so... this might be off-topic for the thread since the problem was resolved, but I didn't know if I should just make another thread so soon... but I've tried solving this problem for the past hour or two. It's been recurring, even before the transparency issue. And it's like the last thing I need to beat. My model is stretching and distorting whenever I try to manipulate the limbs, like so: (http://i.imgur.com/WLPK5kI.png).

Whenever I move the object highlighted on the right side (humanmale-model), the distortion will move with it - like so: (http://i.imgur.com/n7fYjrl.png)
#5
So I was looking at your picture and realized that my textures and materials didn't have that 'Wall Worm Texture Properties' tab on the side, so I went through the toolbar and found it, added it to the materials, and then changed the compression on the textures to DXT5. Voila! - http://i.imgur.com/4E0CHfW.png

Thanks so much for the help. Just in case I'm potentially not seeing it, is there an option on the material or texture parameters for enabling $alphatest or $nocull without having to go into the .vtm file itself to enable it? I found that $translucent was causing some 'see-through' issues (http://i.imgur.com/VpWvoF6.png) on some models, that was resolved by switching to $alphatest instead (http://i.imgur.com/ftLS6LA.png).
#6
I did go with DTX5, and $mostlyopaque is checked. You can see so in the third image I linked in the original post. I changed it to $translucent "1" with no results, unfortunately.
#7
Still somewhat new to 3ds, so I hope these are the correct things you need:

Material setup: http://i.imgur.com/Ky8Ta0E.jpg
Bitmap setup: http://i.imgur.com/z0HOVk0.jpg
#8
Right now I've got a model which has a transparent texture for the eyes which works fine in 3ds Max (http://i.imgur.com/2JpwOm2.jpg), but gives me trouble when imported into Source. (http://i.imgur.com/2bNd1cT.jpg)

Here's the associated export settings with Wall Worm Pro: http://i.imgur.com/4HaND36.jpg
And here's the .vtm and .qc files: http://i.imgur.com/qTdxyZY.jpg

Any help to fix this would be greatly appreciated.
#9
Awesome, thanks for the reply - so if I purchase Wall Worm Pro I should be able to export .png texture files to Source Filmmaker as well?
#10
Fixed the issue - my texture files were apparently incompatible, as they were .png and apparently .tga is required! Everything works fine now. Is there any way to keep it as .png, because most of the files I'm extracting contain textures which are .png, so converting them in bulk can be a pain.
#11
I've imported a model into Max that has some textures (http://imgur.com/RKPa4cN) already assigned to it to it. The problem is that the .VMT materials are being exported, but the .VTF textures aren't. (http://imgur.com/viiMzt7) - I see no mention of them after I press 'Export VTFs'. This results in my Source Filmmaker model coming with the default grey diffuse material. (http://imgur.com/kt5FPP6) Normally if it doesn't have a material attached to it, it'll be purple/black checkers - which means the material is being added, but the texture isn't. Therein lies my problem.

I'm not sure how to 'add' them to the export options. I've tried using the 'Pick Material from Object' button in the Material Editor, which grabs the multi-material associated with the object (in the second picture on the right), but that isn't  really doing anything. I'm not sure what I need to do, as I'm relatively new to 3ds. I'd appreciate any help.
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