View Full Version : Coffee Table mesh won't go right in TSRW
WarpedMinded
19th Nov 2011, 11:09 PM
I had removed the 4 legs from the original table mesh, and I made two, one on each side. I just don't even know how to explain this, so I am sorry if I confuse you.
I am a beginner at this, and I made the mesh perfectly. Two legs instead of four, and a smaller table top under the big one. But when I tried to group them together the right way, they would end up screwy in TSRW.
Then I had decided to just put the legs in the medium detail on their own, since they wouldn't show with the table tops, they would just show without the legs even though I added the legs with them. And then they showed, but not with the high detail, they will only show when clicked on medium, and the have the mutiply texture covering them.
And so I just have no clue what I did wrong, or how to fix it. Also, should you even export the shadows from TSRW?
I hope that you can understand what I am talking about with the pictures. The high detail picture has the two tables and the legs added in, but the legs don't show. And the medium, I only added the legs and they turned out like that.
Inge Jones
19th Nov 2011, 11:59 PM
What did you clone as a basis for your project?
BloomsBase
20th Nov 2011, 12:05 AM
Reasons they dont show:
Did you uvmap your parts?
Do they have boneassignements(if necesarry)?
Are the meshgroups named correctly?
WarpedMinded
20th Nov 2011, 12:06 AM
What did you clone as a basis for your project?
Coffee Country oval table 2x1 [That's what it looks like]
WarpedMinded
20th Nov 2011, 12:11 AM
Reasons they dont show:
Did you uvmap your parts?
Do they have boneassignements(if necesarry)?
Are the meshgroups named correctly?
-No I didn't uvmap *which is probably why the texture happened*
-It says Bones - 1
0xCD68F001 - Transformation
Bone hash - 3446206465
-Yes - The legs wouldn't go into the high detail, so I just put them as the medium detail, cause I thought that would still show them as part of it.
Morphead
20th Nov 2011, 12:26 AM
OK, to me it sounds like you were trying to do a lot of different things at once. All parts that you want to show should be grouped together to one group, save the ground-shadow. You have to make sure to assign the joints to the new parts as well otherwise it will not show. The joint you want is that 0xCD68F001 one. You then import that and the ground-shadow into the high. The Medium detail should look just like the High detail expect, lesser quality, hence Medium Detail..
BloomsBase
20th Nov 2011, 12:30 AM
sometimes it is easier to keep those groupes seperate tho, you can easily right click a meshgroup in TSRW and duplicate it.
Just name em correct.
WarpedMinded
20th Nov 2011, 12:46 AM
OK, to me it sounds like you were trying to do a lot of different things at once. All parts that you want to show should be grouped together to one group, save the ground-shadow. You have to make sure to assign the joints to the new parts as well otherwise it will not show. The joint you want is that 0xCD68F001 one. You then import that and the ground-shadow into the high. The Medium detail should look just like the High detail expect, lesser quality, hence Medium Detail..
Alright, I got it to show the legs now in the higher detail. Thank you! I never read up on anything about Bones, so this was new, thank you.
I just need to change the uvmap, mask and multiplier texture.
Would I put the same import that I put in the higher detail in the medium one too? Or do I have to make something else for the medium? Would I just refresh the shadows there instead of exporting, and changing them?
Morphead
20th Nov 2011, 5:28 AM
Depends on you. If the item is relatively low poly anyway (>~500) you could just put the high in the medium and call it good. Otherwise I would take your high and use a tool like Milkshape 3d's DirextX Tool and lower the poly count some. For the shadows using the refresh tool they have is fine.
WarpedMinded
20th Nov 2011, 8:13 AM
Depends on you. If the item is relatively low poly anyway (>~500) you could just put the high in the medium and call it good. Otherwise I would take your high and use a tool like Milkshape 3d's DirextX Tool and lower the poly count some. For the shadows using the refresh tool they have is fine.
Yeah I figured out how to make a medium level of detail, and it fit perfect. And I fixed the shadowing also.
My problem is with the uv mapping now. I had it all made, and I tried importing. It didn't work, it kind of did what happened to the legs, and the bottom table's texture looked like it was bending around.
I have got it all fixed. It was just hard to figure out how to set the new uv map. Can't think of which it was, might have been box. Thank you for helping.
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