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The Architect

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About The Architect

  • Birthday 03/23/1985

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    Bordeaux - France

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  1. I already had done that too. I have a question about UVW mapping : Why the masks in UVW editor are out of the square when opening it, and why should we regroup every mask in this square ? Indeed, when I import a 3DS model found on the internet textures are correctly applied at the first opening of the UVW editor, and after moving the masks I need to adjust the displacement of the materials and the covering ratio. I think the conversion tool doesn't take in account the covering ratio and the displacement applied to the material...
  2. Thanks for your answer Olrox. 1] Mea culpa, I forgot to tell that I had edited the texturescustom.txt. So, it's not the reason of my issue... *Fixed* : Checking my texturescustom.txt, I noticed that my path was wrong... As I generated the path by clicking "Rebuild texture file" in BrowEdit, I forgot to change the RO/my_directory\my_texture.bmp|my_directoy\my_texture.bmp into custom/my_directory\my_texture.bmp|my_directoy\my_texture.bmp... I'm so stupid. 2] I have edited the UVW coordinates in Max, unwrapping and moving the masks at center square (representing my texture file I guess). So that not the problem. Nevermind. It was based on my 2013 3DS Max model, I will do it again under the 2010 version entirely and see... Thank you for your help.
  3. Hi everybody ! I have another problem with BrowEdit ! (I know, I know... I have tons of problems and so few solutions... xD) 1] First of all, I can't see my custom textures in BrowEdit. I have created my custom textures according to the required parameters : 256x256 or 512x512 px, 24 bit depth and 71 dpi, I have added them to a custom .grf with the data/texture/my_custom_textures directory tree, My ro.xml is well configured, reading my custom grf then my main grf, I have rebuilt my textures index file with BrowEdit (as administrator.... thanks to f.ck.ng Vista!) -> After that, I can't see my custom textures in BrowEdit, although I have done the same thing for models and I can see them... 2] Then when I try to apply textures to my custom models, I have noticed that I have lost the UV mapping. When I convert .3ds file to .rsm I still have problem (I think) with the converter because the last message displayed by the console is "Loaded 3ds model, writing rsm" Is the UV mapping attached to the geometry or to the texture ? Thanks for the help...
  4. 1) Which version of BrowEdit do you use ? 2) Do you remember the last actions you did before saving and quit ?
  5. Solution is in the topic below : http://rathena.org/board/topic/80808-raised-models-implemented-in-browedit-dont-appear-in-ro-client/ Solution : Use BrowEdit R586.
  6. So... I've installed the R586 BrowEdit to solve another problem I had, and tried it to solve this problem : I still don't have a message to advert me that the conversion is done. I don't have the error message about the mesh root. I still can't apply every texture at its location on the model (only the first is applied to the whole model). And when I try to add the new model to the map, it is invisible... Give me a rope, a stool and gallows please... -____-
  7. I have installed the R586 BrowEdit and saved my map with... Now I've got my trees and other raised models ! Unbelievable... "C'est dans les vieux pots que l'on fait les meilleures confitures". Thanks !
  8. As I said in the first post, the number of vertices is very small compared to the max allowed by the conversion tool (65k). My model has only ~1.600 vertices and there is no curve. I'll post my 3DS model this evening. [EDIT1] After check my model has only 509 vertices and 429 faces. [EDIT2] I have joined my .max and .3ds files Arena.rar
  9. The map name is 7 letters long, so it's ok for this point. (What would be the link between the map name length and the display of the leaves ?) I'll try to save my map with the R586 this evening (I'm currently at the office ). The R620 is known to involve more problems than the R586 ?
  10. Hi guys ! Still have a new problem... I tried to solve it by myself but there are very few topics (I only found 2 topics on Google!) and the "solution" a guy gave in one of these topics has failed... (It was to select all vertices from "Editable Mesh" for each object of the 3DS model in Max and "Break") So, to sum up my problem : 1) I have imported a sketchup model in 3DS Max (2013 version x64). This is a simple model (vertices count << 65k vertices) 2) Then I have splitted the model in several objects (plans, boxes) 3) I have applied my custom textures (256x256 or 512x512 24bits .bmp) 3) After that, I have checked and solved every problem about UV mapping 4) Finally, I exported the model to .3DS format file // Seems to be ok up to this point... I said "SEEMS"... maybe I'm wrong. 5) Problems begin here : When I use the 3ds to rsm conversion tool in BrowEdit, I select my 3DS model file and, after naming the destination file, when I press the OK button, I've noticed that the console lines are not what I could expect.I only have this line : "Loaded 3ds model, writing rsm" I don't have a kind of "Done" line Then, when I load my .rsm file generated with BrowEdit "RSM editor" : I have this console line : "Loaded 3ds model, writing rsmError: [Time] cRsmModel: Could not locate root mesh" The model textures have a one letter name (e.g. A.bmp, S.bmp, etc.) and only the first one will be applied on the model Affecting texture to other "texture slots" has no effect The texture applied ignore the UV mapping created in 3DS Max... Sure, that is due to the fact there is a problem with the mesh as written in the BrowEdit error message... Here comes a new challenge ! Any suggestion ? Thanks !
  11. This is Hell Flames and this is the effect #587 in BrowEdit. Cheers.
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