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Test Subject
Original Poster
#1 Old 27th Sep 2013 at 4:56 PM Last edited by kacopoay : 4th Oct 2013 at 7:53 PM.
Default [Solved] Vertexdeclaration error when converting objects
Hi,

I'm converting some objects from another game and I keep getting this error when I try to import them in TSRW.



I've converted these objects before but I want to re-do them to add a normal map. I get no error with cloned objects that don't have a normal map, only with those that have one (the Atlas sculpture for example). I'm working in Blender, the original format is .psk.

Would anyone know how to fix this issue, please?

Thanks in advance,

K.
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Sockpuppet
#2 Old 27th Sep 2013 at 9:11 PM
Most objects that use a normalmap have some of their mesh coordinates either scaled or moved.(dont know a other way of explaining it...)
Tsrw's plugin(and others) can not handle those(neither can Milkshape)
To recognize these objects you simply compare the size of multiplier/diffuse texture with the size of the normalmap texture.
If they are diffrent in size your normalmap will use just one set of mesUVcoordinates.
You can try to import a normalmap with the same size and update the scaling/movement by copy and pasting the uvselectors of the multiplier/diffuse to the ones of the normalmap(under materials)
But i never got it to work.

Only way to add a custom normalmap is to clone a object that has one were both textures have the same size.
I believe there is a rock that is castable and has a normalmap.
Use it to create your custom object.
Test Subject
Original Poster
#3 Old 27th Sep 2013 at 9:32 PM Last edited by kacopoay : 28th Sep 2013 at 3:35 PM.
Thank you so much for your answer. I'll try with that rock and see if it works, fortunately they're decor objects, they don't need to be functional. Thanks again for your help!

edit: Is that rock store content or from an ep? No BG rock is recolorable.

edit2: I've tried them all and none seems to be castable.
Test Subject
Original Poster
#4 Old 28th Sep 2013 at 9:43 PM
Any thoughts?
Sockpuppet
#5 Old 29th Sep 2013 at 8:40 PM
try this bench, i changed uvscales and imported a custom normalmap.(not related to the bench textures tho...)
The bumps showed ingame.
Change script for a deco object.
Attached files:
File Type: 7z  normLMptest.7z (224.5 KB, 43 downloads) - View custom content
Test Subject
Original Poster
#6 Old 30th Sep 2013 at 2:37 PM
Thanks a lot for your help, Bloom, I truly appreciate. Unfortunately there's some distortion, the normal map doesn't fit the mesh and it's quite noticeable (e.g.: the nails)

Blender/TSRW comparison:


In game there's a glossy effect more than a bump effect, not sure if this is normal. I wish there was a simple way to get the NM to work, it'd be so much prettier in game.
Sockpuppet
#7 Old 30th Sep 2013 at 5:17 PM
does the distortion also show ingame?
It is caused by the uvselectors under materials, might have to play with those.
The glossy effect must be the texture itself, DXT5interpolatedalpha with RGB sharing the same texture while alpha channel has a diffrent one.
You can send me the file if you like so i can have a look.
Test Subject
Original Poster
#8 Old 3rd Oct 2013 at 3:32 PM
Yes, it's made even more obvious because of the glossy effect.
I'm not too sure about you mean though, sharing the same texture..?
Thanks a lot for your help, to be honest for now it's barely a draft, just the mesh, the texture as overlay and the normal map, I haven't touched anything else. I'm sending you the file privately asap, thank you very much c:
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