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Messages - typhon007

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nargil66 thank you so much for your help. The problem was a little diffferent but thanks to you I looked into the normals more and that lead to the fix. Whenever I exported from Blender to .obj my normals got all kinds of errors even though they were facing the right direction in Blender. But because of unknown reasons my 3ds max didn't want to import .3ds files thats why I was stuck with .obj files. I ended up fixing the problem by using an online .obj to .3ds converter. Because of some magic 3ds max allowed me import the .3ds file with the normals facing the right direction.

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Quote
Do not worry, it happen with every mod custom itens, as the base game cant read or isnt set to read custom assets without mod file.

Thank you for the suggestion but I have added them to an existing .arc archive and it still won't show. In the tutorial by endymion everything works is that because it's not made for the ae version?

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I tried getting to know the basics of modeling tq and it mostly works fine but I get some small errors and it seems like I can't get rid of them. Whenever I export my models some of the faces are kind of broken but the normals are facing the right direction and it seems to be kind of random. This is how it looks:
Spoiler for Hiden:
Another error I encountered is that my armors and weapons are not displayed on the Main Menu although they are working just fine ingame or in the inventory.

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Art Manager / Re: Teleporter Zone.dbr missing
« on: 16 December 2020, 11:17:12 »
once again i have to thank you  lixiss. i didn't think it would work but it does.  :))

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Art Manager / Teleporter Zone.dbr missing
« on: 15 December 2020, 15:50:18 »
i don't want to spam the forums but i got another problem that i can't solve. i wanted to create a teleporter and everything works fine except for those zones. i imported the records/ingameui/teleportmap/zones/greece/helos.dbr renamed it and setup my teleportmap.dbr. the button and image show up just fine but when i try to import the greecezonelist my custom .dbr is nowhere to be found. it definitely must be there when i click on the "set all" button it shows up but it points to a non existing .dbr in the index selection.

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Art Manager / Re: Can't execute MapCompiler.exe
« on: 13 December 2020, 18:37:36 »
you are my saviour! i didn't notice that the drive letter it was pointing to was wrong. thank you sooo much!  ;D

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Art Manager / Can't execute MapCompiler.exe
« on: 13 December 2020, 11:17:03 »
yesterday i tried to create a simple map in the ae version of titan quest but whenever i try to build the .wrl file in the art manager it just says something like "can't execute mapcompiler.exe". i tried dragging the files directly into the .exe but that didn't work and setting it to run in admin mode didn't help either. i am not sure what the problem could be.

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