wedge123 0 Posted October 24, 2015 Hi Guys, I have a backlog of models i have been working on for some time, most of which are ready to bring into arma. I thought i would start with a small one as its been a long time since doing it. So i have brought the model in with no problems however my uv texture is not working. Here is the log from PBOproject.... and my texture is in p:\twa_civilian\data\telecoms.paa Could someone please help me out as ive been trying for a couple of days now and do not want to give up before ive even started....not in my nature :D rapify x64UnicodeVersion 1.75, Dll 5.24 "config.cpp" scanning cfgPatches...ok (altered) No Error(s) Output is to config.bin TWA_civilian\data\Telecoms.paa 1 File(s) copied TWA_civilian\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. MakePbo: Building entries:... config.bin Telecoms.paa texHeaders.bin TWA_pcp.p3d scanning... p3d: p:\temp\TWA_civilian\TWA_pcp.p3d missing \p:\twa_civilian\data\telecoms.paa I greatly appreciate your help and hope i can produce some nice items for the community, Thanks Wedge Share this post Link to post Share on other sites
wedge123 0 Posted October 25, 2015 So i have been trying again this morning for the last 2 hours, and still no joy??! I rebuilt the file folders to check i had everything in place. Its this part i just cant get my head around... @TWA\TWA_Objects\TWA_Telecom\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. MakePbo: Building entries:... config.bin Telecoms.paa texHeaders.bin TWA_pcp.p3d scanning... p3d: P:\temp\@TWA\TWA_Objects\TWA_Telecom\TWA_pcp.p3d missing \p:\@twa\twa_objects\twa_telecom\data\telecoms.paa Its still telling me that this file is missing but its not, its there. My process is as follows 3DS Max Exported as fbx - Imported to OB - Check file path to textures in OB - Save as p3d to @TWA\TWA_objects\TWA_Telecom\TWA_pcp.p3d I can see its doing something with the temp folder but im just not getting it. I tried it with a simpler file system too using just P\:pcp\pcp.p3d and this still didnt work.It Cant find the texture file. I know this is probably the most basic and simple solution however i am struggling to find it. I have followed all the tutorials i can to the T! I would be most grateful for some assistance. Thanks again in advance Wedge Share this post Link to post Share on other sites
Ranwer135 308 Posted October 25, 2015 Did you rename the texture directories through Tools > Mass Texture & Material renaming... ? Your texture should be something like: \mypbo\food\data\tacticalbacon_co.paa instead of: C:\Users\YourName\Documents\Projects\MyProject\mypbo\food\data\tacticalbacon_co.paa Share this post Link to post Share on other sites
wedge123 0 Posted October 25, 2015 Yes i did. I just tried yet again. i made a basic box. Imported to OB. Checked texture path by pushing E and also checked mass renaming and all point to P:\atest\telecoms.paa new file system as follows P:\atest including atest.paa telecoms.paa config.cpp I thought i couldnt get any more simple than that. Source folder in PBOproject is P:\atest Crunched it and same error. atest.p3d scanning... p3d: P:\temp\atest\atest.p3d missing \p:\atest\telecoms.paa Tearing my hair out!! :wacko: Share this post Link to post Share on other sites
Jackal326 1182 Posted October 25, 2015 The texture paths shouldn't contain the drive (i.e. P:\). They should just be 'atest\telecoms.paa' Go to 'FILE - SETTINGS' in Object Builder and make sure the 3rd option called 'Path to Textures' is set to 'P:\' like this. 1 Share this post Link to post Share on other sites
PuFu 4600 Posted October 25, 2015 1. don't use P:\mymod\addons\data, use \mymod\addons\data structure instead 2. use texture suffixed for all maps - see wiki for types 3. don't use @ in the p directory Share this post Link to post Share on other sites
x3kj 1247 Posted October 25, 2015 and you must have set a proper work directory for pboProject... iirc Share this post Link to post Share on other sites
PuFu 4600 Posted October 25, 2015 On 10/25/2015 at 12:37 PM, x3kj said: and you must have set a proper work directory for pboProject... iirc even with default arma P drive it should work Share this post Link to post Share on other sites
wedge123 0 Posted October 25, 2015 Hey guys, i have been through and corrected my errors and thanks to Jackals comment i double checked my OB setting it was showing the correct path but i reset anyway and seemed to clear my error. Thanks again. http://i.imgur.com/yYwjdmH.jpg While im here would anyone be able to explain the weird effect on my textures when object is facing the sun? Bearing in mind i only have a basic unwrap and no other materials as yet. http://i.imgur.com/kXfJz4m.jpg Thanks again Wedge Share this post Link to post Share on other sites
Jackal326 1182 Posted October 25, 2015 On 10/25/2015 at 4:15 PM, wedge123 said: Hey guys, i have been through and corrected my errors and thanks to Jackals comment i double checked my OB setting it was showing the correct path but i reset anyway and seemed to clear my error. Thanks again. http://i.imgur.com/yYwjdmH.jpg While im here would anyone be able to explain the weird effect on my textures when object is facing the sun? Bearing in mind i only have a basic unwrap and no other materials as yet. http://i.imgur.com/kXfJz4m.jpg Thanks again Wedge You're welcome. As the object is rather square, try sharpening the edges in Object Builder with the 'I' key. That may fix the issue. As an example , The left-most cylinder is the default kind, created with all edges smoothed (and exhibiting similar lighting issues to your image). The middle is all edges sharpened (notice the sharp transition around the curves of the cylinder). The right-most is with just the top and bottom ends sharpened. This creates the proper lighting, and I think is the route cause of your issue. Share this post Link to post Share on other sites
PuFu 4600 Posted October 25, 2015 that particular error is due to the fact that you don't have a shadowlod, or if you have, the visual lods don't have a lodnoshadow = 1 property Share this post Link to post Share on other sites
wedge123 0 Posted October 25, 2015 At the moment i was literally just trying to get the model ingame just to see wether my textures looked decent against the bis textures. Maybe you guys could give some feedback :) .... i know its only a basic model but feedback is always welcome, And being a telephone engineer i can assure you it looks consistent with the real thing :D SO anyway... i dont have any other LODs setup as yet, so hopefully that will be the issue resolved. I will work on the other LODs over the next day or two, fingers crossed. Thanks Again Wedge Share this post Link to post Share on other sites
PuFu 4600 Posted October 25, 2015 On 10/25/2015 at 9:16 PM, wedge123 said: At the moment i was literally just trying to get the model ingame just to see wether my textures looked decent against the bis textures. Maybe you guys could give some feedback :) .... i know its only a basic model but feedback is always welcome, And being a telephone engineer i can assure you it looks consistent with the real thing :D SO anyway... i dont have any other LODs setup as yet, so hopefully that will be the issue resolved. I will work on the other LODs over the next day or two, fingers crossed. Thanks Again Wedge And that is quite alright. But you can check your textures without the mentioned visual error simply by adding in the name properties the following value: LodNoShadow 1. The object will not cast a shadow anymore, but that is not needed either for testing your textures ingame. Share this post Link to post Share on other sites
wedge123 0 Posted October 26, 2015 So i tried this and please correct me if i have done it incorrectly... Alt-p for named selections Property name = LodNoShadow Value = 1 I have tried this in LOD 1 and shadow volume 0,000 and still have the texture issue. Maybe i have misinterpreted your instructions. ---- I have since Added All relevent LODs LOD 1.000 Shad 0.000 Geo View Fire and still have texture issue.Any ideas?? Thanks Share this post Link to post Share on other sites