SP Tutorial Module System Adding new items to m&b using Wings 3d (now with pictures!)

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I hit a little bit of a deadend here.  Im trying to import my model into Thors Editor on step 5 but i keep getting this error

Am I doing something wrong or have i missed something?  I got very confused on the texture and material editor part so that might be the problem.
 
PabloGucci 说:
I hit a little bit of a deadend here.  Im trying to import my model into Thors Editor on step 5 but i keep getting this error
You need to UV map your model in Wings before exporting so it's set up for a texture.
 
Heres my model im trying to import right here

I clicked on uv mapping and i used weapons1.dds as my texture.  Is there more to it than just putting the texture on it in uv mapping?
 
Br the jub 说:
well, I have done every thing in the tort. but when I come to the last part, "Step 7 - getting the mesh in game" and I open the editor

it pops up a window that says: Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.
Column 'Name, Type' is constrained to be unique.  Value 'agent_name, 4' is already present.
Column 'Name, Type' is constrained to be unique.  Value 'agent_name, 4' is already present.
I've followed the tut about 4 times trying to get an object into the game, but I always get this same error. anyone figured out what the problem was? is it an issue with the editor and version .751? like I said, I followed the tutorial to a "T" and still get the same error every time :???:
 
im pretty sure thats the same problem i found out, in your BRFview/Edit make sure your item has a underscore to separate the item name

(same example)
Hooked Spear- Wrong
Hooked_Spear- Right
 
TheDrunkenMoron 说:
im pretty sure thats the same problem i found out, in your BRFview/Edit make sure your item has a underscore to separate the item name

(same example)
Hooked Spear- Wrong
Hooked_Spear- Right

don't think that'd be a problem for me, as I didn't use a space in the name of the item. tried it anyways and I'm still getting the error  :?: :???:
 
octoburn 说:
TheDrunkenMoron 说:
im pretty sure thats the same problem i found out, in your BRFview/Edit make sure your item has a underscore to separate the item name

(same example)
Hooked Spear- Wrong
Hooked_Spear- Right

don't think that'd be a problem for me, as I didn't use a space in the name of the item. tried it anyways and I'm still getting the error  :?: :???:
Are you sure you are using an unique name for the item/mesh?
 
jeansberg 说:
Are you sure you are using an unique name for the item/mesh?
yep, it's a helm I'm working on for the Last Days mod (hopefully) and was trying to get it in-game to see how it fits. I'm pretty sure there's no items in Calradia called LorienHelm  :wink:
 
well, I have get into the editor, and get up the mesh, but I cant click on the save button.
I tried to don't write the "load_recors materrials. and Load_recors church" (I know recors is wrong wrote) and I yust wrote the load_modul_recors = My_sword. ect.
can that be the problem?
 
Br the jub 说:
well, I have get into the editor, and get up the mesh, but I cant click on the save button.
I tried to don't write the "load_recors materrials. and Load_recors church" (I know recors is wrong wrote) and I yust wrote the load_modul_recors = My_sword. ect.
can that be the problem?

sorry, i dont know why you couldnt click the save button.

Whatever you do you shouldnt remove the load_resource lines.
 
Br the jub 说:
I did it, and then I could start the editor, but not save it :sad:

ah, you mean the unofficial editor....that means there was some error on startup. Make sure you have the newest version of the editor, and your just editing a copy of native.
 
I have a question... I am trying to learn how to work in wings 3d... This is my first.... well thing that i've made... it's supose to be a church or catedral...



Well, here is the question... How do I seprate the bell tower from the main building, but not to make it seperatly, but to keep in together with the building and make it so that it will not look like it's leaning to the building?


Pic:


Thank you for your help...
 
i guess the only real way now would be to rotate the part of the mesh that you want and get it as accurate as possible. In the future you could use the fatten command on faces. Or extude on a certain axis.
 
alright, after alot of messing around, I figured out what I did wrong. it was in the modifying of the module_info.txt file. when the tut said :
simply add the line:

Code:

load_module_resource = my_new_weapon_textures


(replacing "my_new_weapon_textures" with whatever your textures BRF was called)

Its important you add this exactly one line before the line:

Code:

load_resource = textures

I took this to mean that both lines needed to be copied to the file. (same goes with the next set of intructions in the tut, which were identical except for a few small details) now I know they don't both have to  :roll: that's why I was getting the error twice, it was because it had ""load_resource = textures" and "load_resource = materials" in the file, twice each. got that fixed  :mrgreen: so if anyone has the same error, you know why, now.

but now, I have most of my weapons textured with a plain whote texture (I suck at texturing, so I'm hoping someone else does it, til then, I'm using it like that) but I have one that has a texture, but that weapon shows up white  :???: :?: can't figure out why to save my life.
 
Ah, that makes sense.

the


load_resource = textures

line is there to show where you need to put your new line in relation to the lines already there. This could be the problem with your weapon. All the load lines for BRF modules containing texture referances needs to go above the material BRF load lines which in turn needs to go above your new mesh BRFs.
 
Yoshiboy 说:
This could be the problem with your weapon. All the load lines for BRF modules containing texture referances needs to go above the material BRF load lines which in turn needs to go above your new mesh BRFs.
nah, that's all in the right order. but, I discovered that when I converted the texture to .dds, it came up blank  :???: now I'm trying to re-convert it, using DDS converter 2, and keep getting this error message:


not sure what this message means  :???:the file size is 54 kb and 504x504. from what I remember of High School math, those are both "powers of 2"
 
octoburn 说:
not sure what this message means  :???:the file size is 54 kb and 504x504. from what I remember of High School math, those are both "powers of 2"

Then I'm afraid you failed maths, because 504 is not a power of 2.

2, 4, 8, 16, 32, 64, 128, 256, 512 . . .

Also, the blank texture problem can be circumvented by using Nvidia's own texture converting software, as opposed to DDS converter, which just screws up randomly.

Calculatedly,
Winter
 
Winter 说:
octoburn 说:
not sure what this message means  :???:the file size is 54 kb and 504x504. from what I remember of High School math, those are both "powers of 2"

Then I'm afraid you failed maths, because 504 is not a power of 2.

2, 4, 8, 16, 32, 64, 128, 256, 512 . . .

Also, the blank texture problem can be circumvented by using Nvidia's own texture converting software, as opposed to DDS converter, which just screws up randomly.

Calculatedly,
Winter

I did fine in math, but that was about 10 years ago  :wink:

thanks.
 
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