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UU3D bones/vertex not exporting to GMF


Chiblue
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I have a model that is originally a .x model, I imported this into UU3D applied the textures and inside UU3D everything looks great including all animations, I saved the mesh to GMF using the plugin. But when I use model veiwer, the mesh is no longer attached to the bones, the animation runs but all that moves is the bones not the mesh.

 

I seem to struggle greating these GMF files, does anyone have a "works every time" process for getting UU3D files to GMFs succesfully?

If it's not Tactical realism then you are just playing..

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what do you have for a MAT file? you need the skin shader.

 

texture0="abstract::yourtexture.dds"
texture1="abstract::yourtexturedot3.dds"
shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
shadowshader="abstract::mesh_shadow_skin.vert"

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This is what I have...

 

texture0="abstract::hand_D2.dds"

texture1="abstract::gun_D2.dds"

texture2="abstract::ammo_D2.dds"

 

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap.frag"

shadowshader="abstract::mesh_shadow_skin.vert"

If it's not Tactical realism then you are just playing..

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The attached is what I see in model viewer...notice no textures, also when I run the animation 290 frames of iit, I get nothing apart from the bones moving, I did not have the bones on in the image sorry..

post-263-12656886591873_thumb.jpg

If it's not Tactical realism then you are just playing..

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From your picture you have 3 surfaces and therefore 3 materials but you seem to be trying to assign things from 1 .mat

 

You need 3 .mat files one each for the individual textures:

 

hand_D2.mat

 

texture0="abstract::hand_D2.dds"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow_skin.vert","" 

 

 

gun_D2.mat

 

texture0="abstract::gun_D2.DDS"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow_skin.vert",""

 

 

ammo_D2.mat

 

texture0="abstract::ammo_D2.DDS"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow_skin.vert",""

 

Make sure the 3 .dds files have mipmaps and are the correct format (use DXT5).

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I tried using 3 Material files and 1 neither appeared to work, also I do see the materials in uu3d, but when I load the mesh into editor or le I see nothing just black as you can see in the image.

 

The other issue is that the model is way too big I tried to use scalemesh but thar dies not seem to work.

If it's not Tactical realism then you are just playing..

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check the texture maps are assigned to the materials in UU3D .. right click on them select properties .. maps .. check a bitmaps assigned to the diffuse then check its properties to see what bitmap .. to scale try scale scene with a value of 2.000000 (scale to under modifiers / scene / )

 

make sure you have all the textures (.dds) and .mats and the HUD.gmf in the same folder.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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"I used to be alive like you .... then I took an arrow to the head"

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Make sure the 3 .dds files have mipmaps and are the correct format (use DXT5).

 

Have you checked they do/are?

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There is still the possibility that the model itself is at fault and UU3D is not importing it correctly.

 

Which model from which pack is it?

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Do you have mip maps..?? If you do not, animated models will always appear black.

 

You should also have a different MAT file for each different texture. Then assign the normals and spec's to those different MAT files.

 

Make sure you use DXT5 with ALL mip maps..

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76561197984667096.png

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:)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Ok Chiblue .. taking a look now :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Is that what you wanted? :)

 

hudn.png

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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Check your PM :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Hang on and I will post what steps I did :)

 

Also can you send me the code you used to scale and position this in LE?

 

 

I scaled it and centred it in UU3D the lua file only animated it for "checking" The POV in the pic was just the camera being moved to that view :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Starting with the four files.

 

HUD.x
ammo_D2.dds
gun_D2.dds
hand_D2.dds

 

First convert the .dds files to DXT5 and generate mipmaps

 

(I use MS DirectX Texture Tool)

 

Next open the HUD.x in UU3D

 

Right click the perspective window

 

Select Modifiers > scene > scale to

 

Set to 2.0 and click ok

 

Right click the perspective window again

 

Select Modifiers > scene > move

 

check absolute

 

click centre

 

close the dialogue box

 

Expand the materials in the far right window

 

 

handtex ------------------------------------> hand_D2.dds

Material__573_guntexSub0 ------------> gun_D2.DDS

Material__573_01_-_DefaultSub1 ------> ammo_D2.DDS

 

assign these textures to the correct material

 

Right click on the material select properties > map tab > diffuse set to map

 

Click the diffuse maps property to change the assigned map.

 

Save as .gmf ( making sure to export bones and animations )

 

create the three .mat files

 

 

hand_D2.mat

 

texture0="abstract::hand_D2.dds"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow_skin.vert","" 

 

 

gun_D2.mat

 

texture0="abstract::gun_D2.DDS"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow_skin.vert",""

 

 

ammo_D2.mat

 

texture0="abstract::ammo_D2.DDS"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow_skin.vert",""

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Excellant help thanks..

 

I did most of those steps but I missed the following..

 

First convert the .dds files to DXT5 and generate mipmaps

 

Right click the perspective window

 

Select Modifiers > scene > scale to

 

Set to 2.0 and click ok

 

Right click the perspective window again

 

Select Modifiers > scene > move

 

check absolute

 

click centre

 

Actually I guess I missed most of them... lol

 

Thanks again, I will write this up and stick it on my screen...

If it's not Tactical realism then you are just playing..

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