Warriors Orochi 3 (Early Access)

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Love2Raid
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Re: Warriors Orochi 3 (Early Access)

Post by Love2Raid »

For Crofty and others who are having the same issue:

When you try to export these models for the first time, Blender reports that the meshes have no materials assigned (while they do). You will also notice that the meshes look a bit different, slightly more white or something. Anyway, see the button in the image below? Right now, the 'OB' option is enabled. That's not correct, so you need to click on the little square that says 'ME'. Then create a new material etc. It will export fine, now.
Hope that helps.

Image (RMB click for full version):

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semory
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Re: Warriors Orochi 3 (Early Access)

Post by semory »

oh what do those buttons do? i will see if the script can toggle those buttons.
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Love2Raid
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Re: Warriors Orochi 3 (Early Access)

Post by Love2Raid »

I don't really know, lol. When you hover over the 'OB' button, it says that it 'links the material to the object'. I guess, for some reason, that isn't the correct option for us.

Yeah, that would be great, will save us some work! :)
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Re: Warriors Orochi 3 (Early Access)

Post by Dazzy »

Lol i knew that already :LOL: xD
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Re: Warriors Orochi 3 (Early Access)

Post by ProtocolX27 »

Oh, whoops, did I forget to mention that too? :LOL:

I used an working port of something else to narrow that down, :XD:
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semory
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Re: Warriors Orochi 3 (Early Access)

Post by semory »

what i dont get is that in blender OB is the recommended way of doing things (so that you can use multiple materials or something like that). it's the exporter that's the problem. i will take a look at dusan's/xnaaral's exporter code and see what i can do.
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Re: Warriors Orochi 3 (Early Access)

Post by 06pori »

semoryyy... :cry:
im getting errors when i import the 8344.smc in WO3U
http://imageshack.com/a/img843/6430/437a.png
the 8344.obj seems good...
http://imageshack.com/a/img546/3567/dipl.png

as 8345.smc as same
http://imageshack.com/a/img855/5369/vxwa.png
http://imageshack.com/a/img844/367/zcgr.png

wat tha Joint map blending index..? :sweat:
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semory
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Re: Warriors Orochi 3 (Early Access)

Post by semory »

ok, i will check it out thanks.

joint map blending index is used in games where you can't send a lot of bones to the shader. xnalara for example has a 59 bone limit or something like that per mesh, so the joint map blending indices for xnalara would always be between 0 and 58. the value you mention is high so i'll check it out tonight.
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Re: Warriors Orochi 3 (Early Access)

Post by 06pori »

thank you very much
iam really glad if you fixed them :please:
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Re: Warriors Orochi 3 (Early Access)

Post by greenbingo »

I'm sorry What should I do? confirm the wo3ultimate.7z password?
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