Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
1 Active | 91 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: Very specific modeling problem
ghiest
General Member
Since: Jan 12, 2008
Posts: 59
Last: Jan 29, 2009
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 25, 2009 09:18 pm
Ok, I'm no stranger to modeling for cod4 but I seem to have a really big problem with cod:ww.

I make the model export it find
I make a DDS file with a alpha layer for transparency in the model.

I convert the texture for use with the model
I convert the model to xmodel
I then put the model in my map.

process the map but when it come to see the model in game it's entirely black. Now I know it's possible, or weapon sights and glass peices wouldn't be possible so what I am asking is, how is it done :/

Getting a model with normal textures into game is fine, even normal dds, it's just when it comes to transparency it completely goes tits up.

Any help would be apreciated.
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Monday, Jan. 26, 2009 01:46 pm
Select the entire model in Maya, go to Color > Apply Color and click the box next to "color" to open the menu. Make sure you have white selected next to Color, then hit "apply color", save and export your model again.

For setting partial transparency on a non-blend texture, change alphaTest to "GE128" and polygonOffset to "static decal". Always make sure you set materialType to "model phong" for xmodel skins.
Share |
ghiest
General Member
Since: Jan 12, 2008
Posts: 59
Last: Jan 29, 2009
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 28, 2009 06:02 pm
I tried this and when compiling the map all i get is a popup with :

Expression:
config.maxs[0] >= 0.0f

Module: C:\Program Files\******\call of duty world at war\bin\cod2rad.exe
File: C:\cod5\cod\codsrc\src\xanim\xmodel_load_obj.cpp
Line: 734

Nothing I can do, if I put model noshadow on in radiant for the model it's fine but doesn't even show up then.
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 28, 2009 06:13 pm
It's a known bug in the converter, Treyarch knows about it. Hopefully it'll be fixed at some point.
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 28, 2009 08:40 pm
Quote:
It's a known bug in the converter

are you talking about the 3 extra bytes the converter add? you can use a hexeditor and remove them.
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 29, 2009 03:21 am
I'm talking about certain xmodels that the converter doesn't convert properly which causes an assertion error in xmodel_load_obj.cpp during the lighting stage of level compiling. Whether it's an extra 3 bytes and/or it can be fixed via hex doesn't really matter because it's still a bug in the converter that needs to be fixed, not everyone is gonna want to hex edit every model they convert.

edited on Jan. 28, 2009 10:22 pm by cornrow_wallace
Share |
Allan90
General Member
Since: Apr 23, 2006
Posts: 51
Last: Jan 22, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 29, 2009 10:22 am
Sevenz writes...
Quote:
Quote:
It's a known bug in the converter

are you talking about the 3 extra bytes the converter add? you can use a hexeditor and remove them.


which bytes need to be hexedited?
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 29, 2009 02:10 pm
Quote:
AssMan inserts three extra null bytes in the xmodel that none of the stock models have.


Here is a possible work around:

1. Make a backup of the xmodel file (the one in the xmodel folder.)
2. Open the xmodel file with a hex editor.
3. Delete bytes 3, 4, and 5 (that would be the 4th 5th and 6th bytes)
4. Save the file, and try it in game again.

If that solves the problem, then it means AssMan is creating xmodels that the game engine cannot properly decode.

If the above works, it was written by Regolith. If not, then it was written by Anonymous.

Source

cornrow_wallace wrote:
Quote:
it's still a bug in the converter that needs to be fixed, not everyone is gonna want to hex edit every model they convert.

if you want to get your model to work, you have to hexedit it. Or grab OllyDbg, locate where the extra 3 bytes are added and fix AssMan.
Share |
ghiest
General Member
Since: Jan 12, 2008
Posts: 59
Last: Jan 29, 2009
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 29, 2009 03:40 pm
So how exactly do you take 3 bytes off the model, I do have a hex ed so that's no problem just dunno which to do :P
Share |
Allan90
General Member
Since: Apr 23, 2006
Posts: 51
Last: Jan 22, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Feb. 13, 2009 08:22 pm
ghiest writes...
Quote:
So how exactly do you take 3 bytes off the model, I do have a hex ed so that's no problem just dunno which to do :P


Yea same problem for me [confused]
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»