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Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 1:43 pm
by RogueKnight
mswf wrote:trainmaster611 wrote:I opened the rar but I'm not quite sure what you did, but it looks like you messed up the export somewhere along the line. The tat_marketplace.msh is only 2KB so you did something wrong there. Make sure you followed rep's Meshex export instructions from XSI before you convert it to msh.
http://www.gametoast.com/forums/viewtop ... 64&t=15082
Also, you're textures are in .jpg. They have to be in tga for it to work ingame. I'll try and see if I can get it exported correctly for you.
Thanks for the advice, I'll recheck everything (again...)
Could you point me to a good .jpg. to .tga converter? I've been trying to find one for a long time.
Paint, GIMP, PSP, PS, Photofiltre, basically any graphics program out there...
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 1:45 pm
by AQT
Do you have GIMP? Just open up your .jpg image and save it as a .tga.
Edit: Was a bit slow.
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 1:50 pm
by YTGTangerine
Y'know, for you're first models and using Sketchup, I think they're pretty dang good. I could never figure out modeling.
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 2:38 pm
by trainmaster611
Well here we go.
Obviously some texturing and scaling issues.
When I was munging, I got this error.
ERROR[PC_texturemunge MSH\Material.tga]:TextureMunge(material:42x271x1): Must have power of two dimensions!
ERROR[PC_texturemunge MSH\Material.tga]:TextureMunge(material:42x271x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
Obviously, I failed to check to make sure that that tga had a power of 2 dimensions. You should fix that and reapply the texture.
But the rest of the textures didn't show up either. I might have failed to reassign the tgas. Unfortunately, I didn't know where they were supposed to go

Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 3:01 pm
by jvsw
Awesome models !
I look forward to using these items on the maps!
Otherwise, good luck for the conversion because I having made Sketchup models, I can not convert in msh!

Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 4:28 pm
by mswf
trainmaster611 wrote:Well here we go.
Obviously some texturing and scaling issues.
When I was munging, I got this error.
ERROR[PC_texturemunge MSH\Material.tga]:TextureMunge(material:42x271x1): Must have power of two dimensions!
ERROR[PC_texturemunge MSH\Material.tga]:TextureMunge(material:42x271x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
Obviously, I failed to check to make sure that that tga had a power of 2 dimensions. You should fix that and reapply the texture.
But the rest of the textures didn't show up either. I might have failed to reassign the tgas. Unfortunately, I didn't know where they were supposed to go

Seems like I've got quite a bit of work left in front of me... But I am happy that it's at least ingame, just to have at least something of a result.
Thanks for testing! Could you maybe make another screenshot of a character directly next to it and another inside the "plaza", so I can see how much I'll have to scale it up/down.
I'll put up an improved model tomorrow, or maybe in 2 days, since I've got some big tests ahead of me right now.
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 4:32 pm
by RogueKnight
mswf, since your doing a sketchup pack, you might wanna check out my tutorial on hardpoints:
http://www.gametoast.com/forums/viewtop ... 36&t=18109
Just read my second post.
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 5:25 pm
by Frisbeetarian
mswf wrote:Frisbeetarian wrote:For the bazaar, I'd leave out the triangles and add those in as cloth instead.
That's what'll happen when I ad the texture; this is my reference:
It seems you didn't understand what I said. I suggest that you remove the triangles from the model and put cloth it their place, not just texture the cloth on, use actual cloth, like a cape.
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 5:46 pm
by trainmaster611
Here, I zipped up the tgas and the model along with an ODF. I'm leaving for Europe soon so you're best off with someone else testing for you. Sorry
http://www.yousendit.com/download/cmcwb ... RDlMWEE9PQ
Re: Tatooine buildings WIP
Posted: Wed Jun 24, 2009 10:51 pm
by Teancum
Moved to 3D Modeling. Not a map or mod WiP at the moment. Feel free to continue the discussion.

Re: Tatooine buildings WIP
Posted: Thu Jun 25, 2009 1:13 am
by mswf
Ok, thanks to all! Excuse me if I mistakingly placed it in the WIP topic.
Thanks trainmaster, have a nice trip (through my continent!), and I'm glad for what you did to help.
And Frisbeetarian, just after I read your first post, I found out what you really meant, about adding actual cloth. I'll do that before releasing, but right now I have to figure out how to scale and move and flip objects in Modtools. After that, I'll indulge myself in a little bit more advanced stuff.
Re: Tatooine buildings WIP
Posted: Thu Jun 25, 2009 11:05 am
by Frisbeetarian
Cool! It's always good to expand your knowledge. Lookin' good.
Re: Tatooine buildings WIP
Posted: Fri Jun 26, 2009 7:15 am
by guru
im impressed, would love to play these on any maps, im curious how many different swg styles houses you could incorporate into the game i.e small tat house, large tat house, bunkers etc..
Re: Tatooine buildings WIP
Posted: Fri Jun 26, 2009 12:35 pm
by BLACK9_KNIGHT
In the future, you can just use media-covert.com it's an online media converter, you upload a file and it give's you a wide selection of outputs. It works on many other things too, like music and videos. The only download required is the file after it's been converted.
Re: Tatooine buildings WIP
Posted: Mon Jun 29, 2009 10:45 am
by newguy99
These props look great!
I was wondering if they are going to be released soon??!!
(I'm hoping to use them in a up coming desert map)
Re: Tatooine buildings WIP
Posted: Mon Jun 29, 2009 11:47 am
by mswf
newguy99 wrote:These props look great!
I was wondering if they are going to be released soon??!!
(I'm hoping to use them in a up coming desert map)
I hope to release them in a week, if everything goes right.
Re: Tatooine buildings WIP
Posted: Sat Jul 04, 2009 4:40 pm
by mswf
Now, after messing around with options for a bit, I've come to the conclusion that the following file
should work.
(pleasehopleaseohplease)
Tatooine Marketplace
It's the model Trainmaster tested earlier, but with (if everything went alright) fixed textures.
It contains:
-the .msh
-a fixed .odf
-renamed textures in .tga format (as in "tat_mark_one" etc.)
Could someone please be kind enough to test this out?
Re: Tatooine buildings WIP
Posted: Sat Jul 04, 2009 6:00 pm
by AQT
I tried to place the building in ZE but it stopped responding. I did notice that one of the textures (tat_mark_three) was 42 by 271.
EDIT: It also doesn't show up in MSH viewer.
Re: Tatooine buildings WIP
Posted: Sat Jul 04, 2009 6:03 pm
by mswf
Oh, that's right. Stupid me, you needed a power of two! I'll fix that tomorrow, right now it's 12 o'clock over here...
Re: Tatooine buildings WIP
Posted: Sat Jul 04, 2009 6:08 pm
by AceMastermind
Your msh file is also corrupt, you did something wrong when exporting it.