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Old 11-18-2008, 04:14 AM   #1 (permalink)

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Importing Troubles

I've been working with this all day. I made a skin and put it on a model, and that model opened fine in the War3ModelEditor with the skin and everything. But once I imported it, it just showed a floating gray part.

Alright well I'll show exactly what I do so that you all can tell me exactly what I did wrong.


So here I have my skin along with the Peon model that it goes on in a folder to make it easy. I edited the skin in gimp and saved it as a TGA.


So I then went into Warcraft3Viewer and converted the TGA to a BLP.






Here's the simple color edit of a skin that I've been trying to put on the peon in War3ModelEditor.


So then I open up the peon.mdx in MDXPather.


I change the texture file to the name of mine, except with Textures\ in front of it. I then save the file as brownpeon.mdx.


Then I go into the world editor and import the files.


I change the file names to correct paths and then save the map, exit world editor, and then start it up again. I load up my map and my model ends up looking like...


...this. Seriously I've looked through all the tutorials and I haven't found one to fix the problem.

So yeah, help a noob out?
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Old 11-18-2008, 03:49 PM   #2 (permalink)
 
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To be honest I know nothing about MDXPanther, so I'm a bit confused as to that part of your situation.

Anyways, I believe the path is wrong. I doubt the "Unit\" in the model's path helps. Try removing that.
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Old 11-19-2008, 04:43 AM   #3 (permalink)

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Hawkwing, MDXPanther is just a little program that lets you check and/or change the texture path of an .mdx.

You appear to have imported the skin to the right path. The model doesn't need a path, though. So if everything looks fine, the only problem would be the skin. Possibly the alpha channel has become corrupted. To fix this, export the (regular) Peon skin from the MPQ as a .tga to preserve the alpha channel, then paste your recolour on top.
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Last edited by ike_ike; 11-19-2008 at 11:52 AM..
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