Importing custom model, builder is doing nothing?

JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
Hi,
I've just created a box with 3ds Max 2010 64 bit, i'm using the openCOLLADA pluging cause the ns2 collada plugin seems not to
be working with 64 bit or my 3ds max version.
So I export the model to openCOLLADA, save it under modelsrc folder, create a file_name.mode_compile and write in it:
geometry "file_name.DAE"

Nothing is happening at the builder, it just says "skipped 2 files".
Can anybody tell me what have I done wrong?

Comments

  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    god knows! I've tried getting models in-game on several occasions and had no real luck. sounds like you've gotten further than me. I couldn't even get the collada plugin to work on 3ds 9 then using opencollada just gives me errors. Viewer can open my opencollada files with textures showing and everything. UWE, ADD AN EXPORTER TO VIEWER! just one for static props would be lovely thanks.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited February 2013
    Edit:
    OK got it, have changed the source folder from the ns2 directory to my own documents (C:/Users...) and its working now, strange...
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    ah lucky for some! I don't know why these model importing systems have to be so complicated, we need a much simpler workflow for importing simple static props. It was the same (but worse) with source engine!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    OK now I got some real strange problems, I tried to create just a small block with a black and white texture in it,
    I just the following shader (albedo is my texture in dds):
    <shader>	
    	<inputs>
    		<input name="albedoMap" 		type="texture" address="wrap" />
    	</inputs>	
    	<code>
    	<![CDATA[
    		void MaterialShader(in Material_Input input, inout Material material)
    		{			
    			material.albedo 	= tex2D(albedoMap, input.texCoord).rgb;
    		}
    	]]>		
    	</code>
    </shader>
    
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