Page 2 of 4

Re: Modding Tutorial 2 - Taillights

PostPosted: Sat Jan 17, 2015 10:43 pm
by Kubboz
Every number means a separate material. So, if your headlight is all chrome, you will only have one material, which will be [0]. If you have some black plastic and some chrome, one of them will be [0] and one of them will be [1] (though you gotta experiment to determine which is which, because it differs between headlights.) Also note that headlight glass materials (normal Materials) and headlight casing materials (SkinnedMaterials or something like that) have separate numbering.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 5:25 am
by vmo
When in the game I put a custom headlight (made by me); Says that had no bones (JELLY UVMESH), and closes.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 5:56 am
by Pleb
Well if it says it has no bones, it means it has no bones. :P Double check that you have skinned the model properly, and have added the bones.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 7:56 am
by vmo
Pleb wrote:Well if it says it has no bones, it means it has no bones. :P Double check that you have skinned the model properly, and have added the bones.


The bones are the dummies?

I can't fix the bones in the headlight.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 9:01 am
by Pleb
Yes, the bones should be the dummies. Test it by moving one of the dummies and see if it also moves some of the verts of the headlight.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 10:06 pm
by vmo
Pleb wrote:Yes, the bones should be the dummies. Test it by moving one of the dummies and see if it also moves some of the verts of the headlight.

The verts doesn't move. How I can fix this?

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 10:20 pm
by Daffyflyer
vmo wrote:
Pleb wrote:Yes, the bones should be the dummies. Test it by moving one of the dummies and see if it also moves some of the verts of the headlight.

The verts doesn't move. How I can fix this?



So you've weighted the verts to the dummies, but when you move the dummies the verts don't move?

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Jan 18, 2015 11:28 pm
by vmo
Daffyflyer wrote:
vmo wrote:
Pleb wrote:Yes, the bones should be the dummies. Test it by moving one of the dummies and see if it also moves some of the verts of the headlight.

The verts doesn't move. How I can fix this?



So you've weighted the verts to the dummies, but when you move the dummies the verts don't move?


What is weighted?

And, yes, when I move the dummies, the verts don't move.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Feb 08, 2015 4:29 pm
by TrackpadUser
I seem to have run into the same issue as Felgen.

Everything exports fine, I get no LUA errors but the taillight looks like this:

Image

Tried just putting the back from a random taillight in there and it worked, so I imagine it's something with my model.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Feb 08, 2015 6:13 pm
by Kubboz
First off, from the way the taillight looks like, it almost looks as if it's oriented the wrong way. Also, make sure the UV mesh's verts are perfectly overlapping with the casing outline's verts.

Also, I see an MX-5 in works. Taillights that I think were intended to look like those of an MX-5 were in the first car designed beta versions, but they haven't made it to the public version.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sun Feb 08, 2015 6:29 pm
by TrackpadUser
Thanks, the issue was caused by the UV mesh.

I changed the shape of the light slightly w/o editing and re-exporting the UV mesh.

Just remade the UV mesh and now it works perfectly.

As for it being upside down, it wasn't. But since the model of both headlights and taillights are in the same direction in 3DS Max, the game probably made it appear like that by default when it was unable to associate it to a UV mesh. It might also be why some lights and mufflers get stamped the wrong way on surfaces that are normal to the Z axis.

Re: Modding Tutorial 2 - Taillights

PostPosted: Tue Mar 31, 2015 10:40 pm
by vmo
When I try to export the textured headlight, 3ds max crash (inclusive the sample tailight).

I'm using 3ds max design 2013 x86 in windows 8.1.

The issue doesn't occurs when I'm exporting the headlight without skeletons and animations.

Re: Modding Tutorial 2 - Taillights

PostPosted: Wed Apr 01, 2015 4:49 am
by TrackpadUser
Just to be sure, it crashes when exporting a part with skinning (morphs)?

Necron had a similar problem and it was fixed by replacing Replaced the KajiraExport.dle file with the KajiraExport_2013.dle file.

Re: Modding Tutorial 2 - Taillights

PostPosted: Wed Apr 01, 2015 5:01 am
by vmo
Ok. I will try. Thanks.

EDIT: Thanks! It works!

I installed 3ds max 2013 and unistalled 3ds max design 2013.

Re: Modding Tutorial 2 - Taillights

PostPosted: Sat Aug 01, 2015 4:22 am
by Chucky
Hi eveyone! I wanted to create my own first taillight, and of course I`ve stucked up. I don`t know what it is. I think that I done everything like in the tutorial (but probablly not).

First thing, I create my own materials, beacuse I couldn`t import the sample file, I have 3ds max 2010. My light is all in one colour (material) and it`s
shining like a chrome or mirror or something like that. Can enyone help me with this problem? I would be pleased.

P.S. Sorry for my rough English and also I`m using 3ds (any modeling software) for about 2 days, so please try to explain to me like to a super novice user.

Image