actor studio textures

Topics relating to Modeling with Reality Factory.
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mogul
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Joined: Fri Mar 23, 2007 9:19 pm

actor studio textures

Post by mogul »

got the same problem, maybe I'm doing something wrong.
why isn't it textured? added .tga materials in actor studio
it's okay in milkshape.
Image
Image
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darksmaster923
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Location: Huntington Beach, California, USA

Post by darksmaster923 »

sometimes actview doesnt show textures, but textures MUST be a power of 2
plus TGA files never worked for me
Herp derp.
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Spyrewolf
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Post by Spyrewolf »

Actually it needs to be BMP, the only way to get a TGA into an actor it needs to be repalce with a TGA with tga2gebmp2 so build and texture as per usual, (but use a BMP.) then after you have compiled it replacethe bmp for a tga

nice model by the way!
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scott
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Post by scott »

i agree spyrewolf but look at the polly count, 5700, unfortunatly i dont think that the character is a viable model for RF, or if it is, not many can bee used at once, this could cause problems in the future.
*GD*
mogul
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Joined: Fri Mar 23, 2007 9:19 pm

Post by mogul »

thanks. I'll try .bmps.

will do something about the polycount if I can
(the vertices won't be much less, have to
reduce triangles somehow)

though I'm not planning to use many character
models for a game level.
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Spyrewolf
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Post by Spyrewolf »

true you could shave the poly's a bit,

if you post a pic of the cage i could give you some pointers. just remember use normal mapping and texture to do the work for you.

dunno if you have a fairly vacant game this could be no problem, also if your using extensive LOD's you may be ok as well, it all bout planning, try to keep to this guideline for decent frame rates,

Hero characters (characters with a lot of screen time) 1500 -2500 polys
villans,baddies,ped's (disposable characters) 500 - 1000 poly's
Props, insignificant details (blink and you'll miss em's) less than 500 poly's
mogul
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Post by mogul »

I was able to get the polys down to 2533
didn't get to .bmp texturing yet
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psYco
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Post by psYco »

WOW really good looking model, still a bit high on polys but like spyre said with the right procedure such models can be used in RF quite affectively. Good work :)
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Spyrewolf
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Post by Spyrewolf »

No, on fairly modern hardware I'd say your on target now,

also rework your smoothing groups on the pants and shirt, or is this a flat shade render? can't tell because of the face,
either way very nice work, on all aspects texture look very clean!
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jonas
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Post by jonas »

Very nice model! If that first screen is how one of the animations for shooting looks.. :shock:
Jonas

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
mogul
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Post by mogul »

hey, thanks for the replies. I got it finally into actor studio.
re-opened and re-saved into the RF directory and then it worked.
but then it said .mot was out of date, so now it's only static.
Image
previous screenshot wasn't clear enough so here's another one
Image
Jay
RF Dev Team
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Post by Jay »

Try Project->Rebuild All in AStudio

Normally *.mot was out of date just means that AStudio doesn't have to do add the mot's again, but if you want to be sure that they are there, you just click Project->Rebuild All
Everyone can see the difficult, but only the wise can see the simple.
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