[PK2 TOOL] BMS Model converter

08/15/2012 19:50 perrytje#196
Quote:
Originally Posted by electrumm View Post
how can i edit the location of seal glow in the weapon?
I think that's in the .bsr file, I'm really not sure though.
08/15/2012 20:23 electrumm#197
Quote:
Originally Posted by perrytje View Post
I think that's in the .bsr file, I'm really not sure though.
ok thanks i will check it
09/25/2012 20:46 tidjana972#198
hi i want know why when i use custom uv with more accurate in blender , the texture is good placed and after converted the texture look ugly :s , so why the converter modify my custom uv !!
09/26/2012 10:18 perrytje#199
So in blender it looks good? Are you sure you imported the right texture into the game too? If the answer to all of this is yes, try mirroring the uv coordinates on the vertical axes (press A, while your mouse is over the uv window to select them all, go to UV>Mirror> X axis (I think it's X, could be Y)). After you mirrored it will look wrong in blender, but try importing anyway. If it still doesnt work send me a screenshot of the weapon in blender (with the non-mirrored uv coordinates), and a screenshot of the weapon ingame.
09/26/2012 15:07 tidjana972#200
ok i make a new model with uv and i send a lien to upload

a model i have already make it , i just use quickly modify uv project view to uv unwrap ,
look and try make texture with lol ^^ : [Only registered and activated users can see links. Click Here To Register...]
09/27/2012 12:41 perrytje#201
Quote:
Originally Posted by tidjana972 View Post
ok i make a new model with uv and i send a lien to upload

a model i have already make it , i just use quickly modify uv project view to uv unwrap ,
look and try make texture with lol ^^ : [Only registered and activated users can see links. Click Here To Register...]
First of all you should triangulate your faces, second, the uv map looks really wierd, it looks like it's just edges and no faces.
09/27/2012 19:12 tidjana972#202
ah oki so, each face on the model i must actived triangle face , and i should actived draw face in option uv ?
09/27/2012 22:47 PortalDark#203
@perrytje
do you think it is possible that, as the new avatars/mobs use a different bms, to convert it to a usable format for old vSRO client(1.188)
09/28/2012 08:45 perrytje#204
Ofcourse it is PortalDark
10/04/2012 16:39 TheSeaHacker#205
i lost track in this topic
is it already possible to create moving objects? like amory/mobs/avatars???? cuz it would be realy awesome if that function would be added
:)
10/04/2012 18:49 jambovt05#206
sro client can load any model ? Example: GR2, EIX, EPK ...?
10/04/2012 19:14 perrytje#207
Quote:
Originally Posted by TheSeaHacker View Post
i lost track in this topic
is it already possible to create moving objects? like amory/mobs/avatars???? cuz it would be realy awesome if that function would be added
:)
Read the first post. It is :)

@jambovt05, the client can only load .bms files. You can convert any mesh to .bms though (in theory)
10/04/2012 20:12 jambovt05#208
Quote:
Originally Posted by perrytje View Post
Read the first post. It is :)

@jambovt05, the client can only load .bms files. You can convert any mesh to .bms though (in theory)
@Perry: Yeap, i will converter a GR2 model ( metin2 model ) to BMS and DDJ same, then i import it's in data.pk2, When i connected the client, it's invisible ( or crash ). What Error ?
10/05/2012 09:39 perrytje#209
Quote:
Originally Posted by jambovt05 View Post
@Perry: Yeap, i will converter a GR2 model ( metin2 model ) to BMS and DDJ same, then i import it's in data.pk2, When i connected the client, it's invisible ( or crash ). What Error ?
I'm not some sort of psychic, you think I can smell that from over here?
10/05/2012 14:42 xx6886_6886xx#210
Quote:
Originally Posted by jambovt05 View Post
@Perry: Yeap, i will converter a GR2 model ( metin2 model ) to BMS and DDJ same, then i import it's in data.pk2, When i connected the client, it's invisible ( or crash ). What Error ?
can jambovt05 is due to the large size like me


@ perrytje >>> item size 100 times larger than normal can tell me why not