RED51 wrote:Nope, its reading the right texture, but the file type its looking is .pda or something like. Just go into a hex editor and change it to .tga and it will work.
edit:
Your CAT one is not working as well, but cannot be fixed via hex editing since the model is not actually calling up any texture to load...
No no, that's not what I'm saying. What I'm saying is that the model is not loading any texture at all.
Here:
Hidden/Spoiler:
The viewer will also show other texture file types that are being called up, which is how I found out that the TCW Trooper was using a .psd file, but the viewer is showing that the model is not calling up any textures to use at all...
RED51 wrote:No no, that's not what I'm saying. What I'm saying is that the model is not loading any texture at all.
Here:
Hidden/Spoiler:
The viewer will also show other texture file types that are being called up, which is how I found out that the TCW Trooper was using a .psd file, but the viewer is showing that the model is not calling up any textures to use at all...
please say me you hex edited the model of blabla.psd to blabla.tga? that worked fine for me also on TCW clone
I made the model for SWBF, not for the MshViewer. Maybe Modelmunge can do magic and add the texture info. Who cares? It works ingame. (It worked when my tester tested it.) Demonstrate me something different with ingame screens and ill fix it, but as long as it works ingame(or is believed to) i wont care, because thats what i made the model for, being used in SWBF.
ANDEWEGET wrote:I made the model for SWBF, not for the MshViewer. Maybe Modelmunge can do magic and add the texture info. Who cares? It works ingame. (It worked when my tester tested it.) Demonstrate me something different with ingame screens and ill fix it, but as long as it works ingame(or is believed to) i wont care, because thats what i made the model for, being used in SWBF.
You should care. If you make a model, and it works on your end for BFI, but everyone else has trouble in BFII, you should take the fifteen minutes to find out what's wrong and fix it, otherwise it just makes your work look sloppy. A majority of people don't even mod BFI anymore, so if you want an asset to be commonly used, you should take the time to make it compatible in both versions of the game.
RogueKnight wrote:You should care. If you make a model, and it works on your end for BFI, but everyone else has trouble in BFII, you should take the fifteen minutes to find out what's wrong and fix it, otherwise it just makes your work look sloppy. A majority of people don't even mod BFI anymore, so if you want an asset to be commonly used, you should take the time to make it compatible in both versions of the game.
Be courteous, please. Your tone in your post is a little presumptuous - no one releasing assets should be held to doing any more than what they've already shown themselves willing to do. It's his model; if it doesn't work for you then you are no worse off than before you tried to download it. Let the creator's own sense of pride in his work compel him to improve.
RogueKnight wrote:You should care. If you make a model, and it works on your end for BFI, but everyone else has trouble in BFII, you should take the fifteen minutes to find out what's wrong and fix it, otherwise it just makes your work look sloppy. A majority of people don't even mod BFI anymore, so if you want an asset to be commonly used, you should take the time to make it compatible in both versions of the game.
Be courteous, please. Your tone in your post is a little presumptuous - no one releasing assets should be held to doing any more than what they've already shown themselves willing to do. It's his model; if it doesn't work for you then you are no worse off than before you tried to download it. Let the creator's own sense of pride in his work compel him to improve.
I'm just trying to say that if its a quick minute fix, that you should do it, and make everyone happy. It just seems to me that when someone says;
ANDEWEGET wrote:Who cares?
that it comes across as a little selfish, considering that the fix to his model likely is as simple as reapplying the texture and exporting the model again.
RogueKnight wrote:I'm just trying to say that if its a quick minute fix, that you should do it, and make everyone happy. It just seems to me that when someone says;
ANDEWEGET wrote:Who cares?
that it comes across as a little selfish, considering that the fix to his model likely is as simple as reapplying the texture and exporting the model again.
And what I'm trying to say is that he in no way should "selfish" even cross your mind when considering an asset someone releases for free for anyone's use. It's his prerogative to care as much or as little as he wants.
As SWBF I and SWBF II have almost the same engine, i meant SWBF to be SWBF I&II(or Zero Engine games). I dont even know if it works in SWBF I, i never tested this model. It worked, when Deviss tested it(for SWBFII) and im always referencing to his words/screens when i say it worked. Of course it could be that something in the file got corrupted or so, but as long as i dont get proof(screens) of something not working ingame i wont do anything.
RogueKnight wrote:trouble in BFII
It isnt even in SWBF II, its in the modelviewer! Thats what i dont care about: A functional model in the modelviewer.
(Therefore i have all the important information on the first side. It did matter somehow though, but now everything should be cleared up and there is no need to discuss this anymore.)
hey ande please fix 2 things:
your aqualish is bad envelope on his rear and his shadow :S
your cold assault trooper havent MATL section for this reason havent skin in mshviewer lol anyway i am fixing the second for you
Its a hover-vehicle. But I think it should be possible to use it as a flyer, too. He has a quite big terrain collision in order to prevent him from strafing weirdly, that could be the only problem.