gamophyte on 15/8/2014 at 01:17
In the midst of my object making fun, then 3ds2bin started acting strange. When I hit go to process model, my value for translucency swaps to opposite value of what I put in. See the purple arrow? I hit 20% translucency by putting in 20. Then it flipped on it's own to 80. Self lit didn't do this but
when I looked at the object in-game the window texture(tudglslt.png) was dark and overly transparent. Inline Image:
http://i.imgur.com/vIkzltc.pngInline Image:
http://i.imgur.com/bYGjWKs.pngAdditionally, my metal nail textures from a variant of this model, are missing(gorged). Yet, it is in my proper txt folder as I have been doing all along. These changes are all new because I had to fix textures.
My troubleshooting direction so far; does the .cow mission file perhaps cache the objects? So that simply overwriting .bin model won't or at least partially won't update in the mission? This is after closing and reopening dromed. It seemed that they did update when reloading a .mis.
As far as the nails, they are a
64x64 texture, is that too small?
I already have tried already to overwrite ".\Tools\3ds to bin"Edit: It appears that there is some sort of caching, maybe. I made the windows different model names and they look fine. Well they still look more translucent than 20, but at least not dark. My 3ds2bin still flips my number in translucency box as explained above. My metal nail textures are still missing too. So is there a min on size of object textures?
LarryG on 15/8/2014 at 03:27
Change your setting for "Invert transparency when loading 3ds file" back to what you had when it worked. The files need to be in your OBJ/TXT16 folder
gamophyte on 15/8/2014 at 04:05
Quote Posted by LarryG
Change your setting for "Invert transparency when loading 3ds file" back to what you had when it worked. The files need to be in your OBJ/TXT16 folder
I know where the objects go, that lamp I made for you has textures and all in the screenshot.
About the "Invert transparency.." setting; I never remembered having that on or off. I assume it's only for when the 3ds it's-self has a transperency tag, which I don't use. I only later target the png to be transparent in 3ds2bin. I assume also, that this is the default settings I always kept from start when it was working because I overwrote the 3ds2bin folder.
I switched it on anyway, the numerical value for translucency flips as I run "go" still. if I go with 20 it flips 80, go with 30, flips 70 so on and so forth.
Thank you as always though.
gamophyte on 15/8/2014 at 21:33
I assume I do because of the 1.1 db toolkit. I'm sorry I'm bad about mentioning versions sometimes. What language is it in? Could there be something on my system running that is interfering? Or even should I update something? Is there a cache or use of something outside of the 3ds2bin folder? The issue is sticking no matter how many times I overwrite 3ds2bin folder.
Thank you Nameless Voice.
R Soul on 16/8/2014 at 21:02
The one in that toolkit is an older version.
gamophyte on 16/8/2014 at 22:41
Thanks again guys, I'm a bit confused. The one in the link above is from 2009. "3dstobin-2009-12-20.zip"
Is there one newer than that? Also going back to an older issue, I can't open forum attachments. Says I don't have permission. The admins never responded to messages or posts about it.
R Soul on 16/8/2014 at 23:28
Here's a link you can try:
(
http://www.mediafire.com/download/5tbcc4p4er9qw10/3dstobin-2009-12-20.zip)
(Yes, the latest version)
You also mentioned caching. Windows does funny things in the name of safety. I think it's a feature called Isolated Storage. My memory is a bit rusty, but I think if a program wants to modify a file in Program Files, the saved version is placed somewhere in %appdata%, and that's the one the program accesses.
edit: But as far as I know that has to be set up by the developer, and NV wouldn't do something like that. However Windows could be taking it upon itself to help you.
gamophyte on 16/8/2014 at 23:34
DL worked thanks. I will try it. As far as the windows(I have v7) thing I do run it from C:\Games\Thief2Editor\Tools\3ds to bin so it's not in the programfiles folder. Yet I did make a shortcut for it on the desktop so it make do the same thing there. I will check around.
KAPOW it works great now! BTW what's all this then?
Inline Image:
http://i.imgur.com/NsPdoY1.png
LarryG on 16/8/2014 at 23:56
Just what it says. You want least splits to lower poly count, more splits to improve rendering. You make the judgement call by whether or not the object has too many polys to be usable or too few to look good.