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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-23-2005, 02:48 PM   #1 (permalink)
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Default dds. and gmax dont mix

Ok, Iv done 3 tutorials on UV skinning for ZH and none worked. Ive searched the forums for 'dds skinning' and had no luck (because its cloged with posts that say use the search button). I even used to 3D model and skin for Dungeon Siege, but for the life of me get skinning to work for ZH.

Problem when using Chilliskin: (basd on the GenDev tutorial)
I follow all the clone, hide, arrange buttons im supposed to perss and stuff and near the end of the tutorial I am told to unhide the origonal model and attach it to the flat one at which point it brings back my model with all the bones and effects attached to the main poly so when i click to join the flat faces to the arranger model it says error different number of faces because it counts the faces of the bones and effect which i was told to hide at the start.

Problem with proclones Basic UV mapping without chilliskin: (on this site)
He leads you through the bits i already know quit well and he even instructs you to skin the way i prefere, using UVM Unwrap and stuff then it comes to step 14 and its telling me to "Give your object a material and apply the skin texture you created in Photoshop or Paint Shop Pro" with 3 pictures from which i can geuss are suposed to show materials editor->pass1->textures, checking the stage 0 texture box and clicking 'none' to select texture file (but along with no instructions).

Anyway after finding my file that way it wont letme use it because it says dds is an invalid format... (i do have the W3D->gmax plug-in for gmax, do i need a dds one?)

Can anyone tell me how to do it properly or atleast what to do to make these methods work?
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Old 03-23-2005, 02:56 PM   #2 (permalink)
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Have u tried killakanz's site?
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Old 03-23-2005, 03:05 PM   #3 (permalink)
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No i had not but from reading the first page of that tutorial i found the one desperat thing noone else cared to mention, renx cant use dds so you need to convert to tga. Thanx pal
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Old 03-23-2005, 04:36 PM   #4 (permalink)
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There is a .dds plugin for 3dsmax, but nvidia have not added any support for gmax.
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Old 03-23-2005, 04:48 PM   #5 (permalink)
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You can get a DDS plugin for PSP (Paint shop) and than open them up, and resave them as tga. I been doing it. In fact all my textures for my models (and I got a few now anyways) have just TGA textures dumped in the textures folder. Its all working.

But i play regular generals only , so if zero hour diff. maybe not.
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Old 03-23-2005, 05:11 PM   #6 (permalink)
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A little hint here guys, to get your DDS files to work, you need a second file of the same name, but tga.
When you're all done and putting things into the Art subfolders, leave the tga behind and put the DDS in. The game will automatically use the DDS of the same name as the tga you applied on the model.
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Old 03-23-2005, 05:20 PM   #7 (permalink)
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yea i clicked on tha that after being re-directed to your tutorial
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Old 03-24-2005, 04:15 AM   #8 (permalink)
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Default Re: dds. and gmax dont mix

Quote:
Originally Posted by willdud";p=&quot View Post
Problem when using Chilliskin: (based on the GenDev tutorial)
I follow all the clone, hide, arrange buttons I’m supposed to press and stuff and near the end of the tutorial I am told to unhide the original model and attach it to the flat one at which point it brings back my model with all the bones and effects attached to the main poly so when i click to join the flat faces to the arranger model it says error different number of faces because it counts the faces of the bones and effect which i was told to hide at the start.
First of all, you're not attaching the unfolded mesh to the unhidden clone parts, you're morphing piece A onto cloneA. If you first pick your flattened object its name will appear on the button. You then pick the corresponding object on the clone. Make 200% sure the names are IDENTICAL except for the addition of the word "clone". You can only morph between objects that have an identical vertex count. Your error is a typical case when the objects do not have a matching vertex count.
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