New custom model does not show up on map

Started by Manson, June 02, 2015, 02:10:18 PM

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Manson


BloodRayne

Looks like a texture issue to me, since the console clearly states it loaded 1 model for the map.

Run your map, then issue the console command 'r_showtris 1'. You'll probably see the model popup. Edit it to fix any texture issue you might encounter. Looks like a pathing issue to me, or the assets can't be found.

Manson

No model at all.

I think its material or texture issue. I dont know how to create material for it.

I folowe instructions on DarkMod wiki.
I folowed this http://wiki.thedarkmod.com/index.php?title=Modeling_-_Basic_Tutorial#Edit_the_ASE_File
to use my material for this model.
So i created folder models/mymodel/ and put in it model .ase, and 3 textures .tga (bump, diffuse and spec).
Then created material file in materials folder and combined all 3 textures.
then edited my model file, added path to my material file.

Are information in darkmod wiki is corect?

BloodRayne

Quote from: Manson on June 05, 2015, 01:38:58 PM
No model at all.

I think its material or texture issue. I dont know how to create material for it.

I folowe instructions on DarkMod wiki.
I folowed this http://wiki.thedarkmod.com/index.php?title=Modeling_-_Basic_Tutorial#Edit_the_ASE_File
to use my material for this model.
So i created folder models/mymodel/ and put in it model .ase, and 3 textures .tga (bump, diffuse and spec).
Then created material file in materials folder and combined all 3 textures.
then edited my model file, added path to my material file.

Are information in darkmod wiki is corect?

I think it should be backslashes in the model, not forward slashes. so thats \\base\models\textures\blah instead of //base/models/textures/blah.
But there's a model in your map for certain, I've seen it in the console log. ;)

Post the following here:
in code tags the map file.
in code tags the model file.
in code tags the material file.

Then we can see what's going wrong. :D

Manson

#19
Map.

Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "-9.75475 -88.7067 -4.10394"
"editor_drLastCameraAngle" "0.9 43.2 0"
// primitive 0
{
brushDef3
{
( 0 0 1 -64 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 1 0 -96 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.1333333402872086 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 1 0 0 -240 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.1333333402872086 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 -1 0 -96 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.1333333402872086 ) ) "textures/dev_wall/dev_wall" 0 0 0
( -1 0 0 -160 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 -1 48 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 -48 ) ( ( 0.0208333395421505 0 16.9333324432373 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 1 0 -112 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 1 0 0 -240 ) ( ( 0.0208333395421505 0 16.9333324432373 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0208333395421505 0 16.9333324432373 ) ( 0 0.0208333395421505 0.800000011920929 ) ) "textures/dev_wall/dev_wall" 0 0 0
( -1 0 0 -160 ) ( ( 0.0208333395421505 0 0.1333333402872086 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 -1 0 96 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 -48 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 1 0 -96 ) ( ( 0.0208333395421505 0 0.1333333402872086 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 1 0 0 -256 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.9333333373069763 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 -1 0 -96 ) ( ( 0.0208333395421505 0 16.9333324432373 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( -1 0 0 240 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -96 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 1 0 0 -240 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 -1 -80 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.800000011920929 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 -1 0 -96 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( -1 0 0 -160 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.79999923706055 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 1 64 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.800000011920929 ) ) "textures/dev_wall/dev_wall" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 -48 ) ( ( 0.0208333395421505 0 0.1333333402872086 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 1 0 0 -240 ) ( ( 0.0208333395421505 0 0.1333333402872086 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0208333395421505 0 0.1333333402872086 ) ( 0 0.0208333395421505 0.800000011920929 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 -1 0 -112 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( -1 0 0 -160 ) ( ( 0.0208333395421505 0 16.9333324432373 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 1 0 96 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 -48 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.1333333402872086 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 1 0 -96 ) ( ( 0.0208333395421505 0 16.9333324432373 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 0.6666666865348816 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 0 -1 0 -96 ) ( ( 0.0208333395421505 0 0.1333333402872086 ) ( 0 0.0208333395421505 0 ) ) "textures/dev_wall/dev_wall" 0 0 0
( -1 0 0 -176 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
( 1 0 0 160 ) ( ( 0.0208333395421505 0 0 ) ( 0 0.0208333395421505 16.9333324432373 ) ) "textures/dev_wall/dev_wall" 0 0 0
}
}
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"angle" "90"
"origin" "-112 0 -64"
}
// entity 2
{
"classname" "light"
"name" "light_1"
"_color" "0.43 0.43 0.43"
"light_center" "0 0 0"
"light_radius" "320 304 240"
"nodiffuse" "0"
"noshadows" "0"
"nospecular" "0"
"origin" "64 16 0"
"parallel" "0"
}
// entity 3
{
"classname" "func_static"
"name" "func_static_1"
"model" "models/mapobjects/bargura/bargura_f.ase"
"origin" "176 0 -16"
}


Material.

models/mapobjects/bargura/bargura
{


diffusemap models/mapobjects/bargura/bargura_diffuse.tga
specularmap models/mapobjects/bargura/bargura_specular.tga
bumpmap models/mapobjects/bargura/bargura_normal.tga
}


Model.

*3DSMAX_ASCIIEXPORT 200
*COMMENT "Ascii Scene Exporter v2.51"
*SCENE {
*SCENE_FILENAME "/home/manson/Darbvirsma/Blender/Bargura/bargura_f.blend"               
*SCENE_FIRSTFRAME 0               
*SCENE_LASTFRAME 100               
*SCENE_FRAMESPEED 30               
*SCENE_TICKSPERFxRAME 160               
*SCENE_BACKGROUND_STATIC  0.0000 0.0000 0.0000               
*SCENE_AMBIENT_STATIC  0.0000 0.0000 0.0000               
}
*MATERIAL_LIST {                   
*MATERIAL_COUNT 1                   
*MATERIAL 0 {                   
*MATERIAL_NAME "Material"                       
*MATERIAL_CLASS "Standard"                       
*MATERIAL_AMBIENT  0.0000 0.0000 0.0000                       
*MATERIAL_DIFFUSE  0.8000 0.8000 0.8000                       
*MATERIAL_SPECULAR  1.0000 1.0000 1.0000                       
*MATERIAL_SHINE  0.0978                       
*MATERIAL_SHINESTRENGTH  0.5600                       
*MATERIAL_TRANSPARENCY  0.0000                       
*MATERIAL_WIRESIZE  1.0000                       
*MATERIAL_SHADING Cooktorr                       
*MATERIAL_XP_FALLOFF  0.0000                       
*MATERIAL_SELFILLUM  0.0000                       
*MATERIAL_FALLOFF In                       
*MATERIAL_XP_TYPE Filter                       
*MAP_DIFFUSE {                       
*MAP_NAME "default"                       
*MAP_CLASS "Bitmap"                       
*MAP_SUBNO 1                       
*MAP_AMOUNT  1.0000                       
*BITMAP "\\flare\materials\bargura"                       
*MAP_TYPE Screen                       
*UVW_U_OFFSET  0.0000                       
*UVW_V_OFFSET  0.0000                       
*UVW_U_TILING  1.0000                       
*UVW_V_TILING  1.0000                       
*UVW_ANGLE  0.0000                       
*UVW_BLUR  1.0000                       
*UVW_BLUR_OFFSET  0.0000                       
*UVW_NOUSE_AMT  1.0000                       
*UVW_NOISE_SIZE  1.0000                       
*UVW_NOISE_LEVEL 1                       
*UVW_NOISE_PHASE  0.0000                       
*BITMAP_FILTER Pyramidal                       
}                                             
*NUMSUBMTLS 0                       
}

BloodRayne

It's your material file.

Change this line: *BITMAP "\\flare\materials\bargura"   

into this:

*BITMAP "\\base\materials\bargura"   

Manson

Still nothing.
Now i dont have textures on model in darkradiant. And game crashes when i try to launch map.

May be .lwo is beter solution for this engine? Only problem with blender exporters for it.

BielBdeLuna

*.ase models work on rbdoom as I have many and they all work

Manson

if you put path to 1 texture, for example something.tga. Then Yes it works. But i need 3 textures on that thing, diffuse, normal map and specular map. And puting path to my material file in console it says : Couldn't load image materials/bargura.

argoon

Quote from: Manson on June 06, 2015, 09:18:07 AM
if you put path to 1 texture, for example something.tga. Then Yes it works. But i need 3 textures on that thing, diffuse, normal map and specular map. And puting path to my material file in console it says : Couldn't load image materials/bargura.

You need to have a single material on your model named the same has the idtech 4 material (have you made one? ), the normal map and the specular map (or other maps) are to be defined on the idtech 4 material not on the 3d model .ase file.   

BielBdeLuna

if you put a path to a single image you won't get anything working, you need to put a path to a material and it will work in game