models invisible

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited October 2012 in Modding
Hi, i want to create some models for natural selection 2 like some month ago, but now i forget how to change the DAE file.
I remember that i have to replace something manual, because the exporting with 3ds max 9 would not work correctly.
But now i have a invisible model.
Except if i use the tool "blender" then i have a model, but i don't know blender and i want work with 3ds max.
Any ideas what did i wrong?
I did the same like in this old video:
<a href="http://www.youtube.com/watch?feature=player_detailpage&v=enOKciPoBXc&list=PL147993BB740944F8#t=164s" target="_blank">http://www.youtube.com/watch?feature=playe...740944F8#t=164s</a>
Maybe the Blinn shader don't work?

I also edit the "file:///E:/cube.bmp" to e.g." models/cube/cube.dds"
If i export a character with bones, i can see the bones but not the model.
The DAE File:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>VM</author>
      <authoring_tool>3dsMax 11 - Feeling ColladaMax v3.05B.</authoring_tool>
      <comments>ColladaMax Export Options: ExportNormals=1;ExportEPolyAsTriangles=1;ExportXRefs=1;ExportSelected=1;ExportTa
ngents=0;ExportAnimations=1;SampleAnim=0;ExportAnimClip=0;BakeMatrices=0;ExportR
e
lativePaths=1;AnimStart=0;AnimEnd=3.33333;</comments>
      <source_data>file:///E:/cube.max</source_data>
    </contributor>
    <created>2012-10-14T08:32:11Z</created>
    <modified>2012-10-14T08:32:12Z</modified>
    <unit meter="0.0254" name="inch"/>
    <up_axis>Z_UP</up_axis>
  </asset>
  <library_images>
    <image id="cube.bmp" name="cube_bmp">
      <init_from>file:///E:/cube.bmp</init_from>
    </image>
  </library_images>
  <library_materials>
    <material id="_1_-_Default" name="_1_-_Default">
      <instance_effect url="#_1_-_Default-fx"/>
    </material>
  </library_materials>
  <library_effects>
    <effect id="_1_-_Default-fx" name="_1_-_Default">
      <profile_COMMON>
        <newparam sid="cube_bmp-surface">
          <surface type="2D">
            <init_from>cube.bmp</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="cube_bmp-sampler">
          <sampler2D>
            <source>cube_bmp-surface</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>WRAP</wrap_t>
            <minfilter>NONE</minfilter>
            <magfilter>NONE</magfilter>
            <mipfilter>NONE</mipfilter>
          </sampler2D>
        </newparam>
        <technique sid="common">
          <blinn>
            <ambient>
              <color>0.588235 0.588235 0.588235 1</color>
            </ambient>
            <diffuse>
              <texture texture="cube_bmp-sampler" texcoord="CHANNEL1">
                <extra>
                  <technique profile="MAYA">
                    <mirrorU>0</mirrorU>
                    <mirrorV>0</mirrorV>
                    <wrapU>1</wrapU>
                    <wrapV>1</wrapV>
                    <repeatU>1</repeatU>
                    <repeatV>1</repeatV>
                    <offsetU>0</offsetU>
                    <offsetV>0</offsetV>
                    <rotateUV>0</rotateUV>
                  </technique>
                  <technique profile="MAX3D">
                    <amount>1</amount>
                  </technique>
                </extra>
              </texture>
            </diffuse>
            <specular>
              <color>0.9 0.9 0.9 1</color>
            </specular>
            <shininess>
              <float>0.415939</float>
            </shininess>
            <reflective>
              <color>0 0 0 1</color>
            </reflective>
            <reflectivity>
              <float>1</float>
            </reflectivity>
            <transparent opaque="A_ONE">
              <color>1 1 1 1</color>
            </transparent>
            <transparency>
              <float>1</float>
            </transparency>
          </blinn>
          <extra>
            <technique profile="FCOLLADA">
              <spec_level>
                <float>0</float>
              </spec_level>
              <emission_level>
                <float>0</float>
              </emission_level>
            </technique>
          </extra>
        </technique>
      </profile_COMMON>
      <extra>
        <technique profile="MAX3D">
          <faceted>0</faceted>
          <double_sided>0</double_sided>
          <wireframe>0</wireframe>
          <face_map>0</face_map>
        </technique>
      </extra>
    </effect>
  </library_effects>
  <library_geometries>
    <geometry id="Box01-mesh" name="Box01">
      <mesh>
        <source id="Box01-mesh-positions">
          <float_array id="Box01-mesh-positions-array" count="24">-30 -30 0 30 -30 0 -30 30 0 30 30 0 -30 -30 60 30 -30 60 -30 30 60 30 30 60</float_array>
          <technique_common>
            <accessor source="#Box01-mesh-positions-array" count="8" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Box01-mesh-normals">
          <float_array id="Box01-mesh-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
          <technique_common>
            <accessor source="#Box01-mesh-normals-array" count="24" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Box01-mesh-map-channel1">
          <float_array id="Box01-mesh-map-channel1-array" count="72">0 1 0 0 0.677209 0 0.322791 0.677209 0 0.322791 1 0 0.338604 0.338604 0 0.661395 0.338604 0 0.661395 0.661395 0 0.338604 0.661395 0 0 0.338604 0 0.322791 0.338604 0 0.322791 0.661395 0 0 0.661395 0 0.338604 0.677209 0 0.661395 0.677209 0 0.661395 1 0 0.338604 1 0 0.338604 0 0 0.661395 0 0 0.661395 0.322791 0 0.338604 0.322791 0 0 0 0 0.322791 0 0 0.322791 0.322791 0 0 0.322791 0</float_array>
          <technique_common>
            <accessor source="#Box01-mesh-map-channel1-array" count="24" stride="3">
              <param name="S" type="float"/>
              <param name="T" type="float"/>
              <param name="P" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="Box01-mesh-vertices">
          <input semantic="POSITION" source="#Box01-mesh-positions"/>
        </vertices>
        <triangles material="_1_-_Default" count="12">
          <input semantic="VERTEX" source="#Box01-mesh-vertices" offset="0"/>
          <input semantic="NORMAL" source="#Box01-mesh-normals" offset="1"/>
          <input semantic="TEXCOORD" source="#Box01-mesh-map-channel1" offset="2" set="1"/>
          <p>0 0 0 2 1 1 3 2 2 3 2 2 1 3 3 0 0 0 4 4 4 5 5 5 7 6 6 7 6 6 6 7 7 4 4 4 0 8 8 1 9 9 5 10 10 5 10 10 4 11 11 0 8 8 1 12 12 3 13 13 7 14 14 7 14 14 5 15 15 1 12 12 3 16 16 2 17 17 6 18 18 6 18 18 7 19 19 3 16 16 2 20 20 0 21 21 4 22 22 4 22 22 6 23 23 2 20 20</p>
        </triangles>
      </mesh>
    </geometry>
  </library_geometries>
  <library_visual_scenes>
    <visual_scene id="cube.max" name="cube_max">
      <node id="Box01-node" name="Box01" type="NODE">
        <translate>-0.000001 0 -0.000001</translate>
        <rotate>-1 0 0 -90</rotate>
        <node id="Box01-node_PIVOT" name="Box01_PIVOT" type="NODE">
          <matrix>1 0 0 0.000001 0 1 0 30 0 0 1 -30 0 0 0 1</matrix>
          <instance_geometry url="#Box01-mesh">
            <bind_material>
              <technique_common>
                <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                  <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
                </instance_material>
              </technique_common>
            </bind_material>
          </instance_geometry>
        </node>
      </node>
      <extra>
        <technique profile="FCOLLADA">
          <start_time>0</start_time>
          <end_time>3.33333</end_time>
        </technique>
      </extra>
      <extra>
        <technique profile="MAX3D">
          <frame_rate>30</frame_rate>
          <time_tags/>
        </technique>
      </extra>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#cube.max"/>
  </scene>
</COLLADA><!--c2--></div><!--ec2-->

Comments

  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    edited October 2012
    Do you use the plug-in that comes with ns2? It works flawlessly for me in max 2009 :I
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    Finally a reply! Thanks!
    Yes, i use it but they change it maybe the last 2 month?
    Can you tell me how you do this?
    I mean, what material did you use, how do you write your .model_compile file and on?
    Maybe i wrote something wrong.
  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    Start max, go to Customize->Plugin manager-> left click anywhere inside the huge list-> Load new plugin -> then go to the ns2 main folder and select the collada plugin and DONE. You need to restart max for it to work, and even possibly add the plugin again. I had to do this two times, dont know why :I

    When you export to collada, leave all the settings as-is.

    And just use the standard material and default shader inside max.
  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    edited October 2012
    The compile file looks like this inside, one line only:

    <b>geometry "example_name.dae"</b>

    Material file, name it example.material

    <b>shader = "models/alien/alien.surface_shader"
    albedoMap = "models/alien/teapot/example_name.dds"
    specularMap = "materials/dev/black.dds"
    normalMap = "materials/dev/dev_normal.dds"
    surface = "organic"</b>

    The spec and normal map above are defaults, replace them with your own. I just learned this stuff in a different thread i started by the way :)
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited June 2013
    YES, FINALLY! GOT IT!
    The problem was, the viewer didn't notice other folders, it have to be in ns2 folder.

    To fix Official models, just open the DAE file with a notepad and search for :
    file:///D:/Projects/ns2/assets/modelsrc/*bla bla
    like marine male : file:///D:/Projects/ns2/assets/modelsrc/marine/male/
    Remove everything before /marine
    so it will look like this:
    /marine/male/
    thats it! Replace all textures in the .DAE file and your model will work!
Sign In or Register to comment.