Need help with model

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A aron

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Hi so im trying to move a helmet from Vikingr to ACOCK but i have an issue, the item is in the game but it's just invisible i moved the textures and resources to ACOCK's I have been trying to do this for 3 days.

I appreciate the help.
 
Check that you have indeed placed the textures correctly, and given it an entry in the item_kinds (and updated the amount of items).
If you look at the model in OpenBRF does it look fine? Can you show a screenshot?
If you think you've done everything correctly, write a list of the things you've done, step by step.
 
Open BRF model: https://imgur.com/gallery/Z799bz1

Textures: coif: https://imgur.com/a/FyYpXWO  Helm: https://imgur.com/a/wpbFvnk

First: I viewed the helmet in OpenBRF

Second: Then i moved the resources and textures to the folders

Third: I went through Item_kinds 1 and Module.ini

Fourth: I checked in the game and it just appears invisible.

My apologies im fairly new to this, how do i give it an entry in scene_props and update them?

The model is separated by three pieces helmet/coif/strap.

 
In openbrf click in the -blue- "Material" link  (plainhelmets) then click the DiffiuseA -blue- link , if nothing happens when you click  : you need to add the corresponding textures entries ...
 
Mandible said:
The material entry in openBRF might tell us more if you wanted to post a screenshot of that.

How may i do that? My apologies im am really new to openBRF.
 
fladin said:
In openbrf click in the -blue- "Material" link  (plainhelmets) then click the DiffiuseA -blue- link , if nothing happens when you click  : you need to add the corresponding textures entries ...

I have done what you said, it just sort of zoomed in to the same plains helmet texture, if that makes sense.
 
A aron said:
Mandible said:
The material entry in openBRF might tell us more if you wanted to post a screenshot of that.

How may i do that? My apologies im am really new to openBRF.

I mean, show us a screenshot of your material settings for that helmet. Like this:

86-kV.png


With visual problems, this is usually where the problem is.

Also, your case has to match perfectly. In openbrf, the model will look fine if you are trying to reference the texture "helmet" but write "Helmet". In-game, this will not work.
 
Mandible said:
A aron said:
Mandible said:
The material entry in openBRF might tell us more if you wanted to post a screenshot of that.

How may i do that? My apologies im am really new to openBRF.

I mean, show us a screenshot of your material settings for that helmet. Like this:

86-kV.png


With visual problems, this is usually where the problem is.

Ok, thankyou for explaining.

Here it is: https://imgur.com/a/GQCSlHN and just incase https://imgur.com/a/xU5IIhS
 
I would say that your problem is that the helmet is trying to access a shader that is specific to the original mod and not available in native.

"shader_normal" is not present in your mod, so the helmet does not show up.

Try typing "specular_shader_noskin_bump_high" into the shader box and see if that works.
 
Mandible said:
I would say that your problem is that the helmet is trying to access a shader that is specific to the original mod and not available in native.

"shader_normal" is not present in your mod, so the helmet does not show up.

Try typing "specular_shader_noskin_bump_high" into the shader box and see if that works.

I was getting error for missing shaders ect but i kind of have a issue here, you seem to be adept with BRF maybe you can help: https://imgur.com/a/ZbXLkwA
 
What does your material tab look like now? Did you change it? There isn't really much useful information in the mesh tab, all the important stuff is in the materials tab. It says "texture not found" but we don't know more unless we see the material and which textures it is trying to access.
 
Mandible said:
What does your material tab look like now? Did you change it? There isn't really much useful information in the mesh tab, all the important stuff is in the materials tab.

So i put the texutres in the texture folder but i that problem happaned.
 
Earlier, you posted a picture of openBRF with the helmet mesh and texture looking fine. The earlier screenshot showed that the textures were linked fine, but now they aren't. What changed since you did that? Did you change the material tab? Can we see the new material tab after you changed it?
 
Mandible said:
Earlier, you posted a picture of openBRF with the helmet mesh and texture looking fine. What changed since you did that? Did you change the material tab? Can we see the new material tab after you changed it?

So i did re-do everything to make sure i didn't make any mistakes that would give me launching errors but that happened, im guessing i have to import the textures correct?
 
Textures need to be in your mod's texture folder.

The textures need to be imported into openBRF.

They need to be referenced in the material.

The material needs to have a shader that exists in your mod.

If you haven't imported the textures, then that would likely be it.
 
Mandible said:
Textures need to be in your mod's texture folder.

The textures need to be imported into openBRF.

They need to be referenced in the material.

The material needs to have a shader that exists in your mod.

If you haven't imported the textures, then that would likely be it.

Alright so i did import the textures to openBRF but stupid question how do i refrence the textures?
 
The image you shared earlier (this one: https://imgur.com/a/GQCSlHN) seems to show that the textures are already referenced. If you import plainhelmets, plainhelmets_normal and plainhelmets_spec into openbrf, then it should work.

"Referencing the textures" just means writing the names of the textures that you'll be using in the DiffuseA, Bump, and Specular boxes (it also looks like the one you're using has an enviro texture as well).
 
Mandible said:
The image you shared earlier (this one: https://imgur.com/a/GQCSlHN) seems to show that the textures are already referenced. If you import plainhelmets, plainhelmets_normal and plainhelmets_spec into openbrf, then it should work.

"Referencing the textures" just means writing the names of the textures that you'll be using in the DiffuseA, Bump, and Specular boxes (it also looks like the one you're using has an enviro texture as well).

So i did import them but the problem still persists: https://imgur.com/a/AvKDVrV any idea
 
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