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Ass Man Converting Issue

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Created 10 years ago
by Deleted User
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My materials and xmodel will not convert properly when I press f10. It says done but nothing happens. The GDT is saved and the stock WaW assets convert without any issues. I appreciate any help. Thanks!
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Aye mate you don't know me so y don't you shut tf up ok buddy :)

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The GDT needs to be saved into either source_data, model_export, xanim_export or texture assets, not anywhere else, not a subdirectory, only those folders.

Not sure about sound_assets but never tried,
Last Edit: January 11, 2016, 09:32:13 pm by Scobalula
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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The GDT needs to be saved into either source_data, model_export, xanim_export or texture assets, not anywhere else, not a subdirectory, only those folders.

Not sure about sound_assets but never tried,
just has to be in a folder in "root"

i created a folder called "texture_export" and put one in there, and it works
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Thanks guys for all of the help. I managed to get my first BO2 gun in game! A few things were a little screwed up like missing animations and sounds, but I am on that right now. The problem is Treyarch reuses so much sounds for multiple weapons that it is hard to keep track of.

Do you guys know of any tutorials for attachments? I would like to get red dot or something of that nature, but I am unsure of how to do so. Or is it as simple as attaching the attachments to the weapon itself? but idk if that would work for red dot as that moved with the player in BO2. I should probably make a new post for that but I feel like I have been clogging the help forum.
literally do this

go find the scope in the mime dump

open it in maya

select the mesh, select the joint. skin -> bind skin ( this bit might not be required )

then open your gun in maya

drag the scope on

allign it, and export

convert materials like normal, except the "reticle" which needs special settings for the "red dot" to work properly ( which i dont have here right now, but the type is "custom", which will ask you to add a "template"
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Already ran into this issue and I understand the hide tags now thanks to Hitman. I read on the mod repository wiki that transparent images should be .dds instead of .tga. Is this true? If so should I select the .dds image for the lens material in Maya? Also would you mind getting back to me on the specific settings for the reticle? I feel like I should make a tutorial on these things once I get it working as I have not seen this information anywhere or I am poor at searching for what I need.
no, TGA and DDS both store a alpha channel

TGA is higher quality tho, allows a "fluid" blend. Ideally DDS should be used with GE128 rather than "always"

also the way you set the material is entire different. I used the one dumped with lime, that was DDS. Set the "template" and set the detailnormalmap to $identitynormalmap ( as its a required field )

and the material "type" should be "custom"

i think the template is mtl_reflexsight or something

Worth noting tho, that i found these settings here on UGX, so there is a topic on it somewhere


Spoiler: click to open...
Another thing about DDS and TGA

Assman will convert TGA that are not the "right size" - but DDS will give a error about it "not being a power of 2". So If you ever cant get a DDS to convert, open it in paint.net, and resave it as TGA



also i dunno why but the reticle for war machine came out rotated 90 degrees? I just rotated the image the other way and resaved it



also because of the template, all reticles will come out red
Last Edit: January 15, 2016, 12:32:24 am by Harry Bo21
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I dont quite understand what you are saying. Did you figure this out yourself or did you find a tut? can you link me to such or explain in more detail?
there was a topic somewhere showing the assman settings

but i dont get whats not to get

instead of "model phong" - select "custom"
surfacetype - "none"

in the "template" box - put "mtl_reflexsight"

in colour map - put your reticle image

in "detail normal map" - put $identitynormalmap

and set blend to "GE128"

oh and change "tiled" to "no tile" under the colour map
Last Edit: January 15, 2016, 01:00:21 am by Harry Bo21
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that should be all of the information I need. Thanks Harry!
assuming ive remembered right

If anything is wrong itll prob be this

mtl_reflexsight

is probably

mtl_reflex_sight

or something. thats the only thing im unsure on


and remember, itll be red. Even if the image you use is green - itll come out red. Its the template that causes that
Last Edit: January 15, 2016, 01:17:28 am by Harry Bo21
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This is what you meant I am assuming: https://ugx-mods.com/forum/index.php?topic=9561.msg105009#msg105009
think so, i cant see the picture ( on a work PC )
Last Edit: January 15, 2016, 01:44:33 am by Harry Bo21

 
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