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Problem with model texture

Posted: January 5th, 2013, 6:21 pm
by Neofito
Hi all, I've downloaded PAS a few days ago and I'm trying to learn How does it work, and just have found my first serious problem :?
I'm testing how to add my own models, therefore I've downloaded a free one from http://www.blendswap.com/, but when I load the model in my map it looks white with some red zones (I guess that something is wrong with texture).
That's what I've done:
I've create a new folder (models) with this route: PlatinumArtsSandbos2.8.1/my_stuff/packages/models
Into the models folder I've create a new folder with the name of the model "Veemon"
There are the .obj and .mtl files and I've renamed both to tris----> tris.mtl and tris.obj, also is the png file for the skin renamed to skin.png, a screenshot of the model named shot.png, and also the .cfg file named obj.cfg, the .cfg file code is:

Code: Select all

objload tris.obj

objskin lower ./skin.png

mdlscale 3000

First I did go with

Code: Select all

objload tris.obj

objskin skin.png

mdlscale 3000

But neither worked, because when I use the comand: mmodel veemon into edit mode, the model is loaded and even I see the screenshot in the selection window, but how I've said, once I load the model in the map it's missing the textures.
Thanks in advance for your answers.

Re: Problem with model texture

Posted: January 5th, 2013, 7:10 pm
by Hirato
obj has some weird naming scheme for the meshes I've never been able to figure out.
just specify * as the name of the mesh to apply the skin to.

Re: Problem with model texture

Posted: January 5th, 2013, 9:08 pm
by Neofito
Thanks for your quick answer Hirato.
But the problem is that I don't get what do yo mean (where should I use the *????'). Could you post an example of the code?

Thanks

Re: Problem with model texture

Posted: January 6th, 2013, 3:01 am
by Hirato

Code: Select all

objskin * skin.png

Re: Problem with model texture

Posted: January 6th, 2013, 1:54 pm
by Neofito
Thanks Hirato, it worked.
For some reason the eyes in the model I was using are missed even with the new code. I suppose that something is wrong with the blender file.
But I've gone with a different model and everything works fine with the * trick.
Thanks again, and now back to lear more about PAS and find new problems :roll: