Compellor wrote:QUOTE (Compellor @ Oct 17 2008, 07:43 AM) I even tried using ImportImage("scorptestbmp", true) with a bitmap scorptestbmp.mdl instead of ImportImageFromFile.
It's possible I'm doing something wrong, of course. But, well, see for yourself:
I'm going to run a few more tests.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
ImportImageFromFile works fine if I'm testing it as a replacement for fig20bmp.mdl (bios fighter). It will load png or bmp, but will not load bmp.mdl, I assume it isn't supposed to. Using ImportImageFromFile (as opposed to a real bmp.mdl) with the artwork tools to create a mesh mdl gives me the translucent white result you see above. This means that whatever tools I'm using can't parse ImportImageFromFile.
KGJV's post on Text MDLs, referenced in the "How do I...?" thread, says:
QUOTE somename = ImportImage("somebitmapbmp",true); // this load "somebitmapbmp.mdl"[/quote]
which leads me to believe that the older ImportImage version of Text MDLs will load a bmp.mdl file. So I tried creating the mesh mdl with ImportImage, but that gives me the same result, a milky white look. I wanted to make sure that I'm using ImportImage correctly, though, so I tried to use it to replace fig20bmp.mdl. Specifically, I tried to load fig17bmp.mdl. Unlike ImportImageFromFile, this caused my game to crash. I tried it with or without the extension, I was careful about capitalization, and so forth, I just can't get it to work.
Possibilities:
1. The tools I'm using don't correctly parse any text MDLs
2. The tools I'm using will correctly parse the old ImportImage text MDLs, but I'm doing something wrong. Possibly I am misinterpreting KGJV
Note: You can't create a mesh MDL without a bmp.mdl file using these tools. It just refuses to finish. It doesn't matter if it's a real bmp.mdl file, it just gives you the milky white look if you use a text MDL file, or even a blank file.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
use "model";
mdl_file_namebmp = ImportImageFromFile("address_to/filename.png", true);
if you have the .png in the /textures folder then address_to/filename.png becomes Textures/filename.png
if you have the .png in the /artwork folder then it just becomes filename.png
I fail to see anything there that's "other," anything that I haven't already addressed.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
I aplolgise, i haven't read the full thread, but i seemed like you were having trouble getting the loading a texture to work with text bmp.mdls , and since text bmp.mdls are usually used in conjunction with exteral non-alleg format image files, i sudggested you use the "ImportImageFromFile" function rather than the "ImportImage" function in your text .mdl
A recap, for those who don't feel like reading page 3: My problem is that the tools I'm using to create mesh MDL files are instead creating hybrid mesh/bitmap MDL files, and I need pure mesh MDL files if I'm going to use text MDL textures on my meshes. I need to know whether there's another version of the tools I should be using, or if there's something I can do with the current set of tools to get my desired result.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
don't put the import image in the thing you -optimize
only -optimize the model, don't put the texture in there too, -convert it seperatly
If you've skinned the model already, then the references to the texture already exist in the model, the conversiopn process will make them look for a .mdl file of the same name instead
As a side note, it never occurred to me before to check the files generated by the makegeo process, and see if any of them are text files with references to the texture. That line of inquiry turns out to be a dead end, but I did notice something I hadn't before: that cvh files are simple text files. This means that, rather than giving the missile mount cube a transparent texture (since for some reason it isn't being removed like supposedly it should be), I could simply remove the missile mount cube from the .x, then add it to the cvh by hand.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
the things get placed by the named bit in the .x, and you don't need the cube in the cvh.
an earlier tool in the tool chain is supposed to remove the meshes for the things with the special names...
If anything, try deleting the mesh data for the cube in the .x file, but leave it's position (or maybe only one vert?, or something which designates a position, but not a mesh).
do you have the texture files already as bmp.mdl in the same directory as the mdlc tool? It checks for their existance when converting and attempts to convert any .bmp with the right name f they aren't there. (might be safer using non-text bmp.mdl here)