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 Post subject: zmod texture error
PostPosted: Sat Apr 24, 2004 11:46 am 
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Joined: Tue Apr 13, 2004 1:55 pm
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im trying to convert smf to bin. everytime i try to import an smf into zmod, it gives me this error:
Image
it says that even though the art files are in their correct folder. and the art filename it gives me is some weird jibberish name that isnt even on the model. im guessing i might have to convert all the raws to bmps, but if theres a quicker way, i would like to know what it is.
thanks.

p.s.: i also have binedit. is there a way to directly convert with binedit?

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 Post subject:
PostPosted: Sat Apr 24, 2004 11:50 am 
Glow Ball
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Zmodeler does not read TIFF files from evo 2. I found that out recently. And sorry, no, binedit does not open smf directly. Hope this helps.


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 Post subject:
PostPosted: Sat Apr 24, 2004 1:16 pm 
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actually its raw/act files its trying to read. i got all the files out of evo1.

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 Post subject:
PostPosted: Sat Apr 24, 2004 1:23 pm 
Glow Ball
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Some files are not saved in proper windows format (there's problems with line breaks/carriage return codes). I often run the smf's through smurf before trying to convert them. A program like edit pad might import it and allow you to save too, but I haven't tried that.

Is this happening with many or just one or two.


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 Post subject:
PostPosted: Sat Apr 24, 2004 1:44 pm 
easy company
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Open the models raw file in your graphics program then save it as a 'TGA' with the same name as the raw file used. put that in your zmod folder then it'll open it up for conversion.

Evo2 models that use tif art files require an additional step editing a few lines within the smf before zmod will import.


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 Post subject:
PostPosted: Sat Apr 24, 2004 3:29 pm 
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well i cant open any of them because i guess zmod doesnt read raw/act files. so i guess im probly just gonna have to convert the raw's to bmp's, then change the models in notepad so that they have bmp mappings instead of raw, THEN convert the smf's to bin?

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 Post subject:
PostPosted: Sat Apr 24, 2004 3:36 pm 
Glow Ball
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What models? Sorry, I should've asked that before. Zmod does indeed read raw files. In fact, I just did a bunch yesterday with no trouble at all.

pic


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 Post subject:
PostPosted: Sat Apr 24, 2004 5:01 pm 
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im trying to use the models from Laguna Del Sol (evo1 version). when trying to open them up as EVO1, that same error comes up, then i click ok and zmod freezes. when i try to open the model up as EVO2, zmod freezes with no error.

i tried opening models from other tracks and it worked just fine, except the art file didnt load.

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 Post subject:
PostPosted: Sat Apr 24, 2004 5:58 pm 
Glow Ball
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Here you go. All in bin format, close vertices merged, face types set. Three trees were in two parts, I did not assemble them nor did I touch up the textures. However, I fixed and renamed the backdrop so you shouldn't need to do anything to it (texture included).

<a href="http://mtm2.com/~tracks/beta/LagunaDelSol_Models.zip">LagunaDelSol_Models.zip</a> (97 kbs)


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 Post subject:
PostPosted: Sat Apr 24, 2004 5:58 pm 
easy company
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I know he was asking about evo1 smfs Phin, and so I explained exactly how to get them to open in zmod, at least the way I have always done it... my way may be bassakwards but hey it works :o)

I should have said nothing about evo2's... I'll shut my mouth now.... lol


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:01 pm 
Glow Ball
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5:01 pm --> 5:58 pm

No tga's, no nothing, not even evo2 lolololol


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:02 pm 
easy company
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You take all the fun out of it man.


:P


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:03 pm 
Glow Ball
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By the way, how come those models aren't on the evo scraps page yet. Sheesh! :roll:


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:06 pm 
easy company
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Dunno.. I havn't seen em in quite a long time. My guess is that they used the same ones they did in treasure bay?


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:10 pm 
Glow Ball
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5:58 pm --> 6:06 pm

'pologies, I keep forgettin' how you've been slowing down in your old age


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:11 pm 
easy company
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Tyler.. any models that you import to mtm2 need to have the vertices merged and the face types reset in binedit. Also evo can use 128x128 textures but mtm2 will not, they'll crash the game and need to be resised to 64x64.


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:13 pm 
easy company
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> 'pologies, I keep forgettin' how you've been slowing down in your old age.


lolol... ok I have em all posted now

ftp's been slow this week.

:)


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:16 pm 
Glow Ball
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>>.. any models that you import to mtm2 need to have ...

Except this time because I already did that.

>> Tyler

Who's tyler ?


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:19 pm 
easy company
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>>.. any models that you import to mtm2 need to have ...

> Except this time because I already did that.

Yeah? in 7 minutes?

>> Tyler

> Who's tyler ?

Wysocki?


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 Post subject:
PostPosted: Sat Apr 24, 2004 6:24 pm 
Glow Ball
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> in 7 minutes?

It's all in the anticipation.

> Wysocki?

Oh, that's right. Forgot about him [(-:]


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