Poll

After you've tried the new reference frame import feature, do you think it should be enabled by default?

Yes
No

Author Topic: [Blender] New DTS plugin  (Read 177492 times)

that woudl be because the material applied to those parts of the object have transparency ticked off in the materials pane.

that woudl be because the material applied to those parts of the object have transparency ticked off in the materials pane.

Ticked on transparency for all materials and I guess I'm a ghost now, and all of my shadows are gone.

I don't believe it's the materials - the hands and arms as well as all sides except the face of the head have the same material as the shadow-casting limbs.



« Last Edit: October 17, 2016, 03:30:58 AM by Klocko¹ »

So uh, does anyone know a fix yet?

pageloss

After re-exporting m.dts, shadows of certain parts of the player cease to exist.



There must be something somewhere that has to do with transparency, it's the only reason that something wouldn't have shadows

If you view your player standing on the other side of a transparent brick, can you see the body parts that aren't casting shadows?

There must be something somewhere that has to do with transparency, it's the only reason that something wouldn't have shadows

If you view your player standing on the other side of a transparent brick, can you see the body parts that aren't casting shadows?




EDIT: Weird, disabling the transparency on the visor material fixed it, but now the visor looks weird when transparent.

I think this is a problem in exporting, can you check it out portify?
« Last Edit: October 19, 2016, 03:30:51 AM by Klocko¹ »

Bump, will it be fixed?

I can look into in a bit, but I have no idea how simple this is going to be to fix.

Is there any reason you can see why this wouldn't be exporting the bounds for this correctly? When it exports it seems to be adding a much larger cube instead of picking up on my bounds mesh


As a separate question, how do we selectively choose which textures can be colorshifted and which can't? I have two shadeless textures (red and yellow) that I don't want to be color shifted, but they still seem to be shifted with the rest of the model (blank, gray75, gray50).

And for whatever reason, even though the feet are using the same gray75 as other parts of the model, they can't be colorshifted at all?


I'd be extremely grateful if anyone puts together some documentation on exporting playertypes.

-snip-

As a separate question, how do we selectively choose which textures can be colorshifted and which can't? I have two shadeless textures (red and yellow) that I don't want to be color shifted, but they still seem to be shifted with the rest of the model (blank, gray75, gray50).
-snip-
And for whatever reason, even though the feet are using the same gray75 as other parts of the model, they can't be colorshifted at all?


I'd be extremely grateful if anyone puts together some documentation on exporting playertypes.

Non colourable mesh should be strictly in a different object than colourable mesh. Select the non-colourable parts and separate them with shift + p. That should solve it.

Non colourable mesh should be strictly in a different object than colourable mesh. Select the non-colourable parts and separate them with shift + p. That should solve it.
That makes sense, thanks

Question on that though - I was under the impression that I need to have my mesh split into parts and parented under various empties for animation. How do I set up my hierarchy to work for both colouring and animations?

there can be multiple meshes parented to one bone.

also, if you import m.dts, you'll notice the bounds there is also huge compared to the player itself. the bounds you're getting off of exporting as is is probably port doing the right thing and increasing the size to what it should be.

What determines the collision mesh of the player model? defined in the player datablock, got it.
« Last Edit: October 31, 2016, 03:37:56 AM by Darryl McKoy »




EDIT: Weird, disabling the transparency on the visor material fixed it, but now the visor looks weird when transparent.

I think this is a problem in exporting, can you check it out portify?

Here's what is happening in NodeOrder text block:
Code: [Select]
main
start
Hip
Torso
RightArm
RightHand
Mount0
Box01
RHand100box
RHook100
Rhand100
Rarm100box
RarmSlim100box
Rarm100
RarmSlim100
LeftArm
LeftHand
Mount1
LHand100box
LHook100
Lhand100
Larm100box
LarmSlim100box
Larm100
LarmSlim100
Head
Mount5
Mount6
Cam
HeadSkin100
PointyHelmet100
Visor100
Notice how /everything/ before visor100, the only node with a mesh that uses a transparent material, is bugged and thought to be translucent as well.
Quote
port: its probably happening in tge
port: youre probably supposed to sort certain things ahead of time
port: by certain stuff

Posting this here so port doesnt forget or something

im trying to import a player model plus a dsq of it running and export it (for reasons)

it wont export
« Last Edit: November 05, 2016, 10:50:25 PM by Trogtor »

I've been working on a player model, but i'm having the same problem Klocko did, there's just something about the arms, hands and head that just cause them to become pseudo-transparent, thus not having shadows and disappearing behind transparent objects
« Last Edit: November 26, 2016, 01:34:01 AM by Masterlegodude »