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Ported models questions

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Created 12 years ago
by FreeFall
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So I used Tom BMX's Lime to port some models from MW3 to WaW and I had a few questions.

1. I was wondering how to make it so I cant walk right through the models?

2. How can I get rid of this texture bug that appears on every ported model?:
Last Edit: July 13, 2014, 03:49:42 am by FreeFall
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
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put a clip around it to not walk threw it,
 texture no clue
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RadihaX
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1: Like rambobada555555 said you can make a cylinder around the barrel and set the texture to clip, or when converting in asset manager you can use a col map

2: Remove or fix your normal map for the materal. Normal maps can't have an alpha channel and need to be in a standard blueish purple colour, along with being in a non compressed format.
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1: Like rambobada555555 said you can make a cylinder around the barrel and set the texture to clip, or when converting in asset manager you can use a col map

2: Remove or fix your normal map for the materal. Normal maps can't have an alpha channel and need to be in a standard blueish purple colour, along with being in a non compressed format.

1. How do I use a col map in asset manager?

2. what format is a non compressed format?

Thanks for reply :)
Last Edit: July 13, 2014, 05:32:56 am by FreeFall
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1.
Just play with that setting to get the colmap to work, usually medium works but it all depends on the model.

2. Normal maps are usually in a tga format, just make sure when you save it to a tga it says its non compressed.
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damn Jbird you beat me to it lol
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collisionLOD for me just makes bullets able to hit it. Players can still walk through it.
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Then u just need a clip I'll look for the collision.map tut
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collisionLOD for me just makes bullets able to hit it. Players can still walk through it.
you also need the hitbox model if you are going to do that

 
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