Black custom model ? Help!

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kellokala22
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Black custom model ? Help!

Post by kellokala22 » Mon Jul 26, 2010 8:14 am

Well i have a model which works otherwise but the texture seems purely just black heres my xml

Code: Select all

<?xml version="1.0" ?>
<Object>
	<Model>Data/Models/Characters/TF_HEAVY/TF_HEAVY.obj</Model>
	<ColorMap>Data/Textures/Characters/TF_HEAVY/TF_HEAVY_COLOR.dds</ColorMap>
	<NormalMap>Data/Textures/Characters/TF_HEAVY/TF_HEAVY_NORMAL.dds</NormalMap>
	<ShaderName>cubemapobjchar</ShaderName>
</Object>
Tried both 32 bit .tga and directx 5 .dds
result:
Image

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Blorx
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Re: Black custom model ? Help!

Post by Blorx » Mon Jul 26, 2010 11:49 pm

That looks decidedly fake like a bad copy-paste job, but otherwise, I have no idea.

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Sandurz
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Re: Black custom model ? Help!

Post by Sandurz » Tue Jul 27, 2010 1:48 am

Wouldn't this be in the OG forum?

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Endoperez
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Re: Black custom model ? Help!

Post by Endoperez » Tue Jul 27, 2010 6:54 am

This should definitely go to the SPF forum, since that's where this kind of discussion is supposed to take place. This isn't vital information so don't feel bad about it, one of the mods will probably move this thread there soon.


I think the black is probably a shader problem. In the comments here they mention that animation is done in a shader. I'm not sure what it needs to work properly - perhaps a rigged model, perhaps the correct normal maps, perhaps something else altogether. Any way, try using a different shader and see if that works any better.

I don't know the specifics, but IIRC it goes something like this:
CubemapObjChar - used for the rigged and animated characters
CubemapObj - all static objects, Obj at the end means it uses Object-based normals instead of Tangent-based ones
Cubemap - IIRC, this is the one that uses Tangent-based normals


If you don't know the difference between Object and Tangent normals, when you open the image in Photoshop or IrfanView or whatever (you might need to download DDS plugins first, Photoshop plugins available from NVidia), if it's a spectrum of colors on black it object-based:
http://cdn.wolfire.com/blog/normalmaps/ ... ssmall.jpg

and if it's cyan and magenta on light blueish/pinkish color it's tangent-based.
http://www.ozone3d.net/tutorials/images ... al_map.jpg

kellokala22
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Re: Black custom model ? Help!

Post by kellokala22 » Wed Jul 28, 2010 7:50 am

It seems that the model had some texturing problems because it was black also in wings and blender. Anyway thanks for help...

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PinkSpy
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Re: Black custom model ? Help!

Post by PinkSpy » Fri Jul 30, 2010 7:47 pm

Is that the Heavy from TF2 I see?

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Count Roland
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Re: Black custom model ? Help!

Post by Count Roland » Sat Jul 31, 2010 2:23 am

well if you look at his code that does appear to be what it is.

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PinkSpy
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Re: Black custom model ? Help!

Post by PinkSpy » Sat Jul 31, 2010 9:26 am

I just looked at the picture. In the source engine you have to have some kind of txt file to tell where all the materials for the model are. Could this be the case with yours?

Toby
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Re: Black custom model ? Help!

Post by Toby » Sat Jul 31, 2010 6:12 pm

Like mentioned, it's probably some sort of shader error. I doubt the Team Fortress 2 models (or any Source engine model for that matter) is exactly ready to get ported to the Phoenix without some sort of editing.
Count Roland wrote:well if you look at his code that does appear to be what it is.
Oh dear, don't tell me he is trying to make him dance. :shock:

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Johannes
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Re: Black custom model ? Help!

Post by Johannes » Wed Aug 04, 2010 9:57 am

Try saving the image as TF_HEAVY_COLOR.png instead of TF_HEAVY_COLOR.dds. and have that file in the xml as well.

When you load the object for the first time it will create a new file called TF_HEAVY_COLOR.png_converted.dds
Once you have that file you can just remove the png but no need to change the name in your xml file, the engine automatically looks for all image files as well as their possibly converted versions.

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