Modcraft - The community dedicated to quality WoW modding!
Content creation => Texturing and 2D Art => Topic started by: frezer748 on January 06, 2013, 03:00:44 am
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Good Evening Modcraft,
Well I have a problem with a "custom" tree, my problem is that the part between the leaves is white. I made in the .png file in Photoshop a transparent background, so that no white colour exist anymore. Than I saved it as .png and with the function interlaced.
Than I put the .png file on the PNG to BLP2 Converter, after creating the .m2 and the skin. I edit in Pymordeleditor the texture path to the tree texture (100% correct path and also made "Hardcoded Texture").
After put the files into the Patch, I log into my server and saw that the part between the leaves is still white. I don't anymore what's the Problem for.
Is there maybe a function in Pymodeleditor, to fix the Transparent thing on the .m2?
Screenshot:
http://i.minus.com/ibxhTgq1fU5Vjf.jpg (http://i.minus.com/ibxhTgq1fU5Vjf.jpg" onclick="window.open(this.href);return false;)
- Yes I also rebuilded the model and entered the .blp name into the Tree.mdl.
- When I open the model in Warcraft3ModelEditor, is it white too but when I go into (material>select the material> and check "Transparent") it's showing correct.
- Model is created in Mdlvis.
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You didn't set proper renderflag. Could also be that you didn't set an Alpha channel for the texture before converting it, but that would've been my second guess.
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You didn't set proper renderflag. Could also be that you didn't set an Alpha channel for the texture before converting it, but that would've been my second guess.
Where do I set the render flag? In the PNG to BLP2 converter, or in Pymodeleditor?
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Render flags are in the model, per geoset.
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Render flags are in the model, per geoset.
And how do I do that in mdlvis? I don't work so often with Mdlvis, or is this not possible to make in Mdlvis.
Or in which Tool I'm able to add/change Render flags
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Render flags are in the model, per geoset.
And how do I do that in mdlvis? I don't work so often with Mdlvis, or is this not possible to make in Mdlvis.
[...]Is there maybe a function in Pymodeleditor, to fix the Transparent thing on the .m2?[...]
You don't ask questions you answered for yourself.
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Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?
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Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?
... Test around ? Translate the words to your respective language or get a definition of them ? Compare to other models to see their flags ? Show some self-initiative.
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Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?
... Test around ? Translate the words to your respective language or get a definition of them ? Compare to other models to see their flags ? Show some self-initiative.
Well I did it already by my own, and try all through. Still not working...
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Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?
... Test around ? Translate the words to your respective language or get a definition of them ? Compare to other models to see their flags ? Show some self-initiative.
Well I did it already by my own, and try all through. Still not working...
... Alright, upload it and I'll take a look at it. I'll give you information on what you did wrong.
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Every other render flag (blending mode) than Combiners_Opaque has transparency. Thus, take Combiners_Mod, Combiners_Decal, Combiners_Add, Combiners_Mod2x or Combiners_Fade. _Mod or _Decal should fit your needs best.
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Every other render flag (blending mode) than Combiners_Opaque has transparency. Thus, take Combiners_Mod, Combiners_Decal, Combiners_Add, Combiners_Mod2x or Combiners_Fade. _Mod or _Decal should fit your needs best.
As the friendly guy I am, here a page that may help you....
http://www.wowwiki.com/UITYPE_AlphaMode (http://www.wowwiki.com/UITYPE_AlphaMode" onclick="window.open(this.href);return false;)
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Well I changed it to _mod now. Looks only a little bit better : http://i.minus.com/iv0pi88TfP6uo.jpg (http://i.minus.com/iv0pi88TfP6uo.jpg" onclick="window.open(this.href);return false;)
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Well, try a different one. Maybe the alpha map of your texture is bad.
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1. Make the leaves and the tree itself (the stem) two different geosets.
2. Set the leaves to a different renderflag.
3. Try again.-
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1. Make the leaves and the tree itself (the stem) two different geosets.
2. Set the leaves to a different renderflag.
3. Try again.-
But the .mdx to .m2 Converter, can just read out Models with 1 Geoset, or I'm wrong? :O
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1. Make the leaves and the tree itself (the stem) two different geosets.
2. Set the leaves to a different renderflag.
3. Try again.-
But the .mdx to .m2 Converter, can just read out Models with 1 Geoset, or I'm wrong? :O
No, it can not exceed 60 bones, as it does not create multiply skin files. Geosets are not limited by number afaik.
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Mhm Well, the mdx to m2 converter crash always on the Point "Geosets" if I move the .mdx file on the converter. The Model have 10 geosets and only 2 Bones.
Well got the Tree to work (but only the 1 Geoset Version, the version with many Geosets still not work)
Well some Problems I still have, what they could be? :
http://i.minus.com/ib2i5SGBt299th.jpg (http://i.minus.com/ib2i5SGBt299th.jpg" onclick="window.open(this.href);return false;) The Strain Texture looks weird
http://i.minus.com/ijdFYXhruID6D.jpg (http://i.minus.com/ijdFYXhruID6D.jpg" onclick="window.open(this.href);return false;) The Strain/mask Texture looks weird
http://i.minus.com/i5t4wRRMfSvlM.jpg (http://i.minus.com/i5t4wRRMfSvlM.jpg" onclick="window.open(this.href);return false;) Under the Tree the Leaves aren't filled
http://i.minus.com/ibxQWnwc8Vcq9m.jpg (http://i.minus.com/ibxQWnwc8Vcq9m.jpg" onclick="window.open(this.href);return false;) When I'm far away from the Tree, the Tree (Texture?) looks weird
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Mhm Well, the mdx to m2 converter crash always on the Point "Geosets" if I move the .mdx file on the converter. The Model have 10 geosets and only 2 Bones.
Well got the Tree to work (but only the 1 Geoset Version, the version with many Geosets still not work)
Well some Problems I still have, what they could be? :
http://i.minus.com/ib2i5SGBt299th.jpg (http://i.minus.com/ib2i5SGBt299th.jpg" onclick="window.open(this.href);return false;) The Strain Texture looks weird
http://i.minus.com/ijdFYXhruID6D.jpg (http://i.minus.com/ijdFYXhruID6D.jpg" onclick="window.open(this.href);return false;) The Strain/mask Texture looks weird
http://i.minus.com/i5t4wRRMfSvlM.jpg (http://i.minus.com/i5t4wRRMfSvlM.jpg" onclick="window.open(this.href);return false;) Under the Tree the Leaves aren't filled
http://i.minus.com/ibxQWnwc8Vcq9m.jpg (http://i.minus.com/ibxQWnwc8Vcq9m.jpg" onclick="window.open(this.href);return false;) When I'm far away from the Tree, the Tree (Texture?) looks weird
Broken Texture. Try a different converter. I suggest BLP Lab (works properly most of the times) and check if each offset works properly.
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Mhm Well, the mdx to m2 converter crash always on the Point "Geosets" if I move the .mdx file on the converter. The Model have 10 geosets and only 2 Bones.
Well got the Tree to work (but only the 1 Geoset Version, the version with many Geosets still not work)
Well some Problems I still have, what they could be? :
http://i.minus.com/ib2i5SGBt299th.jpg (http://i.minus.com/ib2i5SGBt299th.jpg" onclick="window.open(this.href);return false;) The Strain Texture looks weird
http://i.minus.com/ijdFYXhruID6D.jpg (http://i.minus.com/ijdFYXhruID6D.jpg" onclick="window.open(this.href);return false;) The Strain/mask Texture looks weird
http://i.minus.com/i5t4wRRMfSvlM.jpg (http://i.minus.com/i5t4wRRMfSvlM.jpg" onclick="window.open(this.href);return false;) Under the Tree the Leaves aren't filled
http://i.minus.com/ibxQWnwc8Vcq9m.jpg (http://i.minus.com/ibxQWnwc8Vcq9m.jpg" onclick="window.open(this.href);return false;) When I'm far away from the Tree, the Tree (Texture?) looks weird
Broken Texture. Try a different converter. I suggest BLP Lab (works properly most of the times) and check if each offset works properly.
WoW I had an very old Version so Tool Problem fixed.
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Mhm Well, the mdx to m2 converter crash always on the Point "Geosets" if I move the .mdx file on the converter. The Model have 10 geosets and only 2 Bones.
Well got the Tree to work (but only the 1 Geoset Version, the version with many Geosets still not work)
Well some Problems I still have, what they could be? :
http://i.minus.com/ib2i5SGBt299th.jpg (http://i.minus.com/ib2i5SGBt299th.jpg" onclick="window.open(this.href);return false;) The Strain Texture looks weird
http://i.minus.com/ijdFYXhruID6D.jpg (http://i.minus.com/ijdFYXhruID6D.jpg" onclick="window.open(this.href);return false;) The Strain/mask Texture looks weird
http://i.minus.com/i5t4wRRMfSvlM.jpg (http://i.minus.com/i5t4wRRMfSvlM.jpg" onclick="window.open(this.href);return false;) Under the Tree the Leaves aren't filled
http://i.minus.com/ibxQWnwc8Vcq9m.jpg (http://i.minus.com/ibxQWnwc8Vcq9m.jpg" onclick="window.open(this.href);return false;) When I'm far away from the Tree, the Tree (Texture?) looks weird
Broken Texture. Try a different converter. I suggest BLP Lab (works properly most of the times) and check if each offset works properly.
but BLPLab converts only .pictureformat to .blp1 not .blp2
(http://666kb.com/i/cams35b77m16pdma5.png)
Congratulations, I don't believe you.
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because i have similar problem, id like to ask for help with that
im trying backport m2 models from LK and TBC to 1,12.
exporting models to 3ds format with modelviewer, then converting them in 3dstom2 v 1.1
it converts but trees looks that:
edit 27.01.13
m2modder and renderflag 1 with blending 1 fix problem :)