Textures messed up on model
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- [TFA]Padawan_Fighter
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Textures messed up on model
Hey all. So I'm trying to hex-edit a .msh file to fix a texture problem, but it has come to my attention that there is more than one type of hex editor. Which one would be best for editing a .msh file?
Last edited by [TFA]Padawan_Fighter on Sun Sep 20, 2009 5:51 am, edited 1 time in total.
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Labj
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Re: Hex Editors
The newest one, souldnt ?
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Re: Hex Editors
The one recommended in the FAQ is good.
- [TFA]Padawan_Fighter
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Re: Hex Editors
Alright...it showed multiple ones though....I chose SciTE.
But eh...all I see is garbled stuff...
Okay...I needed to fix something up in the .msh because I was following the sketchup to XSI tutorial, and it told me to do this:
But eh...all I see is garbled stuff...
Okay...I needed to fix something up in the .msh because I was following the sketchup to XSI tutorial, and it told me to do this:
Apparently, using what ever remnants of my brain I had, this meant I needed to change the texture files into the proper order of .tga files, as well as reference them in the .msh file using a hex editor. I think I messed up on the latter, did I?5. Do whatever you would do with another model, then export from XSI. After exporting, change the .pngs of the textures to .tgas and reference them correctly with a hex editor in the msh. so, when you export to .dae, the textures are jpgs. Change it to tga, and change the name (texture0, texture1)to the proper number of letters, and reference that texture in place of texture0, texture1, etc.
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Deviss
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Re: Hex Editors
is easy use xvi32 and you want change the reference? so only change the number into MODL chunk MATI section 
- [TFA]Padawan_Fighter
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Re: Hex Editors
Cool, thanks. I got Xvi32 now. But...eh...could you mind explaining how to change the numbers into a MODL or...whatever? As you can see, I've just started to hex edit a msh. 
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Deviss
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Re: Hex Editors
ouch sorry no problem[TFA]Padawan_Fighter wrote:Cool, thanks. I got Xvi32 now. But...eh...could you mind explaining how to change the numbers into a MODL or...whatever? As you can see, I've just started to hex edit a msh.
MODL NAME JETPACK bla bla so after jetpack search the word MATI and into this will appear characters for example MATI8364 00 00 00 00 write in fourth 00 this make reference to your texture for example you wanted make reference to the second texture:
MATI8364 00 00 00 02
- [TFA]Padawan_Fighter
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Re: Hex Editors
Okay...well, I searched for MODL, and I got alot of results in it, but everything is sandwiched in with extra characters n' stuff. Is it supposed to be like that?
Here's a screenshot of the hex editor:
So I'm just wondering if there's like a button that hides all that, or do I have to figure it all out? I hate to sound like I'm a total retard, but codes aren't quite my forte. Doesn't mean I won't try to get it right though...
Here's a screenshot of the hex editor:
Hidden/Spoiler:
- Maveritchell
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Re: Hex Editors
What you're trying to do shouldn't involve hex-editing. All that looks like it should be done in XSI/3DS/whatever modeling software you're using. You're just going to make it difficult hex-editing here.
- [TFA]Padawan_Fighter
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Re: Hex Editors
Well, what AM I supposed to do? The tut said to reference them via a hex editor in the msh. And, it looks FINE in XSI, but once it's converted to .msh, the textures are gone. So the only logical thing, was to do what the tutorial said. Unless there is another way...?
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Re: Hex Editors
Are the texture names referenced at all? All they're probably saying is that in your .msh, they're referenced as .jpgs and not as .tgas - which is why they say:
"convert to tga"
"change reference in msh"
So look through your msh for the names of your texture/s (probably "mytexture.jpg") and change it to "mytexture.tga" - this is basic "how to edit textures with a hex-editor" straight from the tutorial thread.
"convert to tga"
"change reference in msh"
So look through your msh for the names of your texture/s (probably "mytexture.jpg") and change it to "mytexture.tga" - this is basic "how to edit textures with a hex-editor" straight from the tutorial thread.
- [TFA]Padawan_Fighter
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Re: Hex Editors
I know....they're TGAs, but I forgot to turn off the compression when I changed them to tgas.
They all have No Compression on...but now, this happens in MSHViewer:
It's SUPPOSED to look like this (it showed up fine in XSI as well):
Now, I don't have a clue what's going on.
*EDIT* Does anyone know how to fix this?
They all have No Compression on...but now, this happens in MSHViewer:
Hidden/Spoiler:
Hidden/Spoiler:
Now, I don't have a clue what's going on.
*EDIT* Does anyone know how to fix this?
- Maveritchell
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Re: Hex Editors
Then you can just resave your .tgas correctly. It looks more like your problem is that you didn't freeze something on your mesh - I don't think you even have a texture problem, but a transforms problem. You can (maybe) avert this by exporting your model as an .obj, reimporting to XSI, and then reexporting as .msh (or .xsi->.msh).[TFA]Padawan_Fighter wrote:I know....they're TGAs, but I forgot to turn off the compression when I changed them to tgas.
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Re: Hex Editors
Ooookay, thats um, everything that I did.
-I resaved my TGAs correctly.
-I don't know what freezing something on my msh means.
-The way I did this, was import it from .dae, export it as an .obj, restarted XSI, imported my .obj, follow the MeshEx tutorial (put everything under a null, etc.), exported it as a .xsi, and used MeshEx to export it to .msh.
EDIT
Sorry about the doublepost, but this topic got past a page b/c of no replies
.
Can someone please tell me how to fix this problem? I need to get this finished up for a map I'm helping to make.
Double posting is against the RULES, please EDIT your post instead -Staff
^
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| : I would like to, believe me, and I'm sorry. But it got past a page, and nobody would notice any changes if I edited it. So I had to do a dp...I hope you understand.
*EDIT* Changed "Hex Editors" to "Textures messed up on model"
-I resaved my TGAs correctly.
-I don't know what freezing something on my msh means.
-The way I did this, was import it from .dae, export it as an .obj, restarted XSI, imported my .obj, follow the MeshEx tutorial (put everything under a null, etc.), exported it as a .xsi, and used MeshEx to export it to .msh.
EDIT
Sorry about the doublepost, but this topic got past a page b/c of no replies
Can someone please tell me how to fix this problem? I need to get this finished up for a map I'm helping to make.
Double posting is against the RULES, please EDIT your post instead -Staff
^
|
| : I would like to, believe me, and I'm sorry. But it got past a page, and nobody would notice any changes if I edited it. So I had to do a dp...I hope you understand.
*EDIT* Changed "Hex Editors" to "Textures messed up on model"
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Re: Textures messed up on model
You will need to go back into XSI and fix up some of the UV mapping.
From my one and hopefully only experience with converting from sketchup to XSI, on bigger models in particular, the UV mapping and material mapping in some cases gets all messed up so you have to go through and check them all.
Now fortunately the transfer from one to the other preserves the clusters so that will at least show you if all the polies are mapped to the proper material. Use the help in XSI to find out about clusters and hiding and unhiding them it is a very useful thing to know. Selecting a cluster and pressing ALT-7 will show you the UV mapping and you should be able to see which ones are wrong realatively easy.
From my one and hopefully only experience with converting from sketchup to XSI, on bigger models in particular, the UV mapping and material mapping in some cases gets all messed up so you have to go through and check them all.
Now fortunately the transfer from one to the other preserves the clusters so that will at least show you if all the polies are mapped to the proper material. Use the help in XSI to find out about clusters and hiding and unhiding them it is a very useful thing to know. Selecting a cluster and pressing ALT-7 will show you the UV mapping and you should be able to see which ones are wrong realatively easy.
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
Aight. Is there a way I can get it to make a texture template thing, like the textures in the stock BF2 Models?
- DarthD.U.C.K.
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Re: Textures messed up on model
what do you mean?
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
I mean, is there a way I can make it generate a texture file without any textures, maybe an outline of all that needs to be filled in? I heard it was possible...if not, just...Never mind...I probably sound stupid anyway..
- Maveritchell
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Re: Textures messed up on model
Now you are asking questions better asked in the 3D forum, but the closest thing to what I think you want is generating "unique UVs" and then stamping them to a .tga. XSI can never just create a perfect UV layout for a model; you will have to do that yourself. Once you've made your UVs (which do not have to be unique, they can be cubic, spherical, whatever - any of these are just templates), you can stamp your UVs to a texture and then work on them that way. To do any of this you will need to learn how to apply textures in XSI.[TFA]Padawan_Fighter wrote:I mean, is there a way I can make it generate a texture file without any textures, maybe an outline of all that needs to be filled in? I heard it was possible...if not, just...Never mind...I probably sound stupid anyway..
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
Oh, ok...yeah, that's what I was asking. Thanks. And yes, I think this should belong in the Modeling and Animation forum.
*EDIT* Stamping won't work.
It only makes a stamp of one texture (the wooden table, to be exact). I must have done something wrong...how do I go about doing this the right way?
*EDIT* Stamping won't work.

