its an little better (i can drive in the car) but the texture problem leaves
some shots:
front
back
ps: my car have an weird blue tint.
my first car
with some problems
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I don't have a similar problem with the textures; maybe it's given by a conflict with some other textures because of their simple names, especially the wheels one (named wheel.tga). I don't have checked how has been saved those textures, but they could have a problem.
I'll give to you through a PM a my corrected version of your car.
I'll give to you through a PM a my corrected version of your car.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Franch88
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It's not a problem with the textures, that weird blue look is just given by the 3D model: I've already told you to calculate its normals. But that weird green look for the textures maybe is given by the RLE compression enabled.
Anyway, I've improved it by calculating the model normals, adjusting the textures, changing the file names and fixing some file. Check my PM to get my improved version of your first car.
Anyway, I've improved it by calculating the model normals, adjusting the textures, changing the file names and fixing some file. Check my PM to get my improved version of your first car.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Silent1Unknown
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He did not unload the textures before exporting. Otherwise, the car would appear light grey (no texture) in game too. Its just that whenever the z3d file (or pkg) is moved to different folders, the Material Editor doesnt keep track of that movement and "forgets" where the textures are in relation to the z3d file. So just load the textures again and dont move any files or folders.
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- Franch88
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Of course you must load the textures to each materials of the .z3d file that I've included in the archive. It's a normal thing in ZModeler, because it registers the directories paths to find the textures, and since I've created that .z3d file by importing the .pkg, your textures path isn't registered. However your car is now ok in-game.
I don't have removed them before exporting, what sense has this? Don't ask non sense questions if you aren't sure of what you're thinking, because that isn't a problem...
And, of course it's a problem if two or more add-on .ar files uses textures files (and any other file type) with the same file name, this is why I've renamed them.
I don't have removed them before exporting, what sense has this? Don't ask non sense questions if you aren't sure of what you're thinking, because that isn't a problem...
And, of course it's a problem if two or more add-on .ar files uses textures files (and any other file type) with the same file name, this is why I've renamed them.
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- Silent1Unknown
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Textures with same names are a problem unless the textures are exactly the same. For example, many cars have fxltglow.tga texture and it doesnt cause any problems because the image content is the same all the time.
On the other hand, if there is a texture named color1.tga in more than one car's ar file, and each have different image content or dimension sizes, then that will be problematic. So, to be on the safe side, its recommended to make the texture name as unique as possible. You could do this by including your name, date or car's basename in the name. (Example: rolandcar1_color1.tga)
On the other hand, if there is a texture named color1.tga in more than one car's ar file, and each have different image content or dimension sizes, then that will be problematic. So, to be on the safe side, its recommended to make the texture name as unique as possible. You could do this by including your name, date or car's basename in the name. (Example: rolandcar1_color1.tga)
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