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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: New weapon model ingame doesn't display properly
ShoT~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Saturday, Feb. 21, 2004 01:39 am
Hey guys, Im a weapon modeler and I just started playing SOF2 after a friend talked me in, and the game is good. But as some of you may know, Raven's default models/skins aren't all that great even if you run the game on all maxed settings, so I decided to try and get one of my models ingame as a replacement for the Colt 1911. I followed Stannum's tutorial, however, it still came out as it is. Here's some screens.



Basically, the model has no textures even though I saved the file where the GLM is, so that max knows only to use the /image.jpg paths. During the process I had to export the file into .xsi so Carcass could compile it into a .glm for SoF2. I thought maybe 3ds Max messed up, so I imported the file into PolyTrans, and guess what, it was good. Then I imported my GLM compiled by Carcass into Milkshape 3D just to notice that there are no materials, can anyone tell me why?!?



UPDATE: The animation is excellent, no holes, everything moves the way its supposed to, this is nice.
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ShoT~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 01:25 am
Okay guys, Im suprised by the non-existent number of replies. To me it appears as if Carcass didn't write the GLM with the textures. I don't know why, but it just doesn't. Im going to try and get around this. Any suggestions feel free to post.
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xmc~rb
General Member
Since: Dec 23, 2006
Posts: 1227
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 02:05 am
I can't model, but I had a couple of thoughts.

Open your glm in a hex editor and you should be able to see if the texture paths are correct. Also, don't forget to write a shader for your texture.
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GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 02:36 am
Yes, the colors used indicates that sof2 cant find the texture...
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arkanis50~rb
General Member
Since: Dec 23, 2006
Posts: 736
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 03:20 am
Quote (ShoT @ Feb. 21 2004, 7:25 pm)
Okay guys, Im suprised by the non-existent number of replies.

To be honest, very few of us know much about the weapon modelling side of it. A couple of people have got new weapons into the game.

I've never bothered learning much about adding new weapons since it's pretty much wasted on a game like SOF2, especially two years on. I've done weapon replacements for games like Ghost Recon, but never have been interested in adding new weapons for SOF2.

Hope you get it working though.

Ark
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ShoT~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 08:32 am
Hey dude, me too, Ghost Recon IMHO is the easiest engine to mod, and alot of resources too. You can go to ghostrecon.net and look for my mod called Urban Ghost. Peace! Wait, hex editor??? What? I gotta look into that...
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ShoT~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 08:43 am
Also the reason Im doing this is because it's original and very rarely attempted by others, I fixed the problem with the texture, it turned out that the plugin I was using was the fault... Anyways, now I have another problem on my hand because everything is fine except the slider doesn't show, and since you can't open up 3ds Max 6 files in Max 5, because I was using a different plugin for max 6, instead of using the one Raven provided... anyways, its all good but this slider is annoying me, I've tried doing everything I learned so far to no prevail.
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ShoT~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 10:07 am
Now these shaders you speak of bro, where can I find some info on them cause I just got this error:

"Shutting down cmShaderTable .....
Requested feature was omitted at compile time"
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ShoT~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Feb. 22, 2004 10:53 am
Errr... I read RavenSoft's doc on shaders and their frontend app for them, made a shader, placed it in base(root directory of mod)/shaders/weapons.shader so for verification purposes I loaded the weapon in ModView and the error didn't pop out about failed to load shader and etc. but when I started a game in SOF the same #### message popped out. Its too late for this crap already, I spent atleast 24 hours on one #### model, Ill spent another hour and it should be done.

But thats tomorrow, check back for screens.
:s3:  :s3:  :s3:  :s3:
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Stannum~rb
General Member
Since: Dec 23, 2006
Posts: 428
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Friday, Mar. 26, 2004 04:15 am
Looks like you already fixed this.

But if anybody has this problem:

XSI is a text format model, which means you can edit it in notepad. You can check if your texture paths are correct etc etc etc.

"Shutting down cmShaderTable .....
Requested feature was omitted at compile time"

If you are using a .jpg it could mean that you didn't save it as a baseline jpg. Don't chose and jpg compression method like progressive.
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