Sith Holocron

Adding new texture and eye flashing to droid model "C_ForDrd"

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Interesting. Can I ask what level you are seeing this in? Is it something testable on my end?

 

I can upload another simplified model without the extra geometry (I forget if I also made it bump mappable, but if so I will take that out too) to test also. Probably tomorrow sometime.

I'm seeing this on Dantooine as I put a UTC of Terena Adare into my Override with the appearance of the droid foreman selected. Is this the wrong way to test? As you can probably tell, I'm still rather new to this.

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Hmm, well, the UTC approach is probably the quickest way to go about it. I can't speak directly to the quality of it as a technique as I've never created a UTC file myself. I usually go with the "simple" approach of just finding the model pre-existing in-game. For DP that was in the Dxun underground Mandalorian cache. For me, it's been the industrial zone in M4-78. Thanks DP ... I hadn't been able to quickly think of another location to check, and it's nice to have one that's in the default game content. I tested the Dxun cache here and it worked fine for me.

 

Personally I would try to determine if the problem is related to the UTC, the model, or 'other.' So, remove the UTC file from your Override temporarily, use DP's save to test the Mandalorian cache scene. If that works, put the UTC file back into Override and remove the C_ForDrd.mdl/mdx (I would actually use KTool to extract the vanilla C_ForDrd.mdl/mdx and put them into the same place in Override you had the custom model files in order to reduce the number of things being changed in your test). If neither test fixes the problem, the issue is probably 'other.'

 

If the problem comes back to the model, here is a simplified version of the model to try. It won't take a bump-map and (on my system) it has weird head shadow issues, but if it fixes your problem that would definitely be good to know.

 

C_ForDrd-testing.7z

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Thanks for the new model. It fixed the crashing issues completely. :D

 

What I've figured out is that it wasn't my UTI edit, as I used a save file, and it crashed just the same as before.

 

My current hypothesis is that rather than giving you the option to add bumpmaps, it instead requires them to run.

I'm currently reading the bumpmap thread to create my own to see if the lack was causing it to crash.

 

EDIT:

 

It looks like either my custom bumpmap didn't work, or the model simply keeps crashing (The original one you posted) on all saves. // I tried attaching it to this message, but it's just over the 2mb limit for single attachment files//

 

The new model works fine, but I can't tell if the bumpmap is actually applying or not.

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Oh fun ... so, it could actually be 2 different things, the bumpmapping stuff, or the extra geometry node. I'll create a couple different versions for you to test (one that can take a bumpmap and has no extra head node, and another that can't take a bumpmap and has the extra head node). That will have to wait for tomorrow though.

 

For data's sake, what manner of video card/GPU is this on? maybe also OS/game type (like, CD/GoG/Steam) would be good to know.

 

For the meantime, here's the very simple testing bumpmap I've used w/ the model (including the TXI files I've used). I can usually tell if it applied/is working by looking at the edges of the bands on the canister on the droid's back. When I was testing bumpmapping very specifically I was using images more like the ones from redrob's LF thread, black backgrounds w/ white text, and pairing them with diffuse textures that were just a solid color. OH, that reminds me, bumpmaps also work like envmaps, in terms of the alpha channel, so if you want to see the bumpmap effect more clearly turn the alpha way down on your diffuse texture also.

 

C_ForDrd-bm.7z

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Okay. I shall test out your bumpmap to see if there's a difference. 

 

I am using a Geforce GTX 640 on Windows 7 32 bit and using my original 4 disc game from 2004.

 

EDIT: Hmm.. It seems your .txi references a bunch of custom cubemaps. I don't think I can use it unless I have them.

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They're not so much 'custom' as the new standard, Darth Sapiens cubemaps. You can get them here: http://deadlystream.com/forum/files/file/498-modders-resource-cubemap-pack/

 

You would also be able to just edit the TXI and set it back to CM_Baremetal also.

 

I am currently lacking any access to nvidia gear, so that is an interesting tidbit.

 

Here is a pack of the 2 more test models I outlined above. The one in bump/ can take a bumpmap. The one in shadowfix has the extra head.

 

C_ForDrd-testing2.7z

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So, after extensive testing, I believe I've determined a culprit for my crashing problems.

 

In order for a bumpmap to be recognized, the C_ForDroid texture requires a .txi with the "bumpmaptexture" command. I believe that since I didn't have that, it would crash with a model designed with bumpmaps in mind. Thus, I've gotten the original model to work, and can reliably use all but the last test model (The shadow fix model seems to crash no matter which change is made).

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Thanks for doing that extra testing. It is good to know that issues can arise for some configs on bumpmap-capable models that are missing their bumpmaps. Otherwise, I had basically been inclined to recompile everything (characters at least) as bumpmappable, maybe now I will only use it for things that it will really help (and/or for which a decent bumpmap can be produced with relative ease).

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So, now I'm interested. Do you have a list of which models you're making Bumpmap compatible? (We can change threads, since this thread is for a specific request)

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I don't suppose you could upload this to Deadly Stream so everyone could use it?

I second this (:

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