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| Eh... Extinct Animal Coding | |
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| Tweet Topic Started: May 9 2009, 09:30 PM (760 Views) | |
| Mysty | May 9 2009, 09:30 PM Post #1 |
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Mesher
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I'm about ready to bash in the computer... I'm coding a ground sloth for this person, and the sloths are purpley when placed. I've checked and rechecked the bfmats, bfbs, dds, and xmls and everything looks OK. I dunno what to do. I've coded bfmats and bfbs before, too, and never had this problem. Help would be appreciated.
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| Penguinman | May 10 2009, 03:24 PM Post #2 |
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Admin and Coding Master
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Hmm.... Well the problem means that either The bfmat is not linking to the dds file correctly OR perhaps the dds files themselves are not right? Did you do the skinning or are you just coding? Perhaps the skins are not in the right format or the dimensions somehow got changed? |
Check out my site where you can get many of my downloads here.
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| Mysty | May 10 2009, 03:40 PM Post #3 |
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Mesher
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Nope, I didn't skin anything. I just looked, and everything looks fine - the dds are DDS 3 and the size is 512. I'll check the bfmats again, but I've been rechecking those and replacing them over and over, maybe I just missed something. (btw, the bird skins are done. I just need to fix a problem with the model and then I will send them to you. Shall I email them or just upload them to savefile or something?) |
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| HENDRIX | May 10 2009, 05:57 PM Post #4 |
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I eat blender for breakfast.
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It seems like the textures would be broken. Is it purple with yellow dots or just plain purple? Coz with dots I had this once when I was using the EA demo... |
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| Mysty | May 10 2009, 06:05 PM Post #5 |
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Mesher
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It's purple with the original sloth texture seeping through a bit. |
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| Penguinman | May 10 2009, 10:40 PM Post #6 |
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Admin and Coding Master
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Ahh thats even weirder... is there some kind of detail or secondary texture for the sloth? (and email is fine :)) |
Check out my site where you can get many of my downloads here.
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| Mysty | May 11 2009, 03:55 PM Post #7 |
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Mesher
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Nope... I'll upload a picture when I have time. Also, the color changed depending on the skin. Also, the color changes depending on the skin. I ttried used the original sloth skin (the person's skin is darker) and the purple changed to light pink.
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| HENDRIX | May 11 2009, 04:25 PM Post #8 |
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I eat blender for breakfast.
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Umm. Is there any kind of link in the BFMAT file thats says anything about colors or such? I recommend using another BFMAT file.
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| Mysty | May 11 2009, 04:28 PM Post #9 |
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Mesher
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What do you mean use another one? You mean besides the sloth? These are the bfmat codes. <material fx="BaseDecalDetail" name="SlothGroundShast_Adult_F"> <param name="AddressU0" type="dword">3</param> <param name="AddressU1" type="dword">3</param> <param name="AddressU2" type="dword">1</param> <param name="AddressV0" type="dword">3</param> <param name="AddressV1" type="dword">3</param> <param name="AddressV2" type="dword">1</param> <param name="AlphaApplyMode" type="dword">4</param> <param name="AlphaBlendEnable" type="bool">false</param> <param name="AlphaFunc" type="dword">5</param> <param name="AlphaRef" type="dword">120</param> <param name="AlphaTestEnable" type="bool">true</param> <param name="AmbientMaterialSource" type="dword">1</param> <param name="ColorApplyMode" type="dword">4</param> <param name="CullMode" type="dword">1</param> <param name="DiffuseMaterialSource" type="dword">1</param> <param name="EmissiveMaterialSource" type="dword">0</param> <param name="MaterialAmbient" type="vector4">1.000000, 1.000000, 1.000000, 1.000000</param> <param name="MaterialDiffuse" type="vector4">1.000000, 1.000000, 1.000000, 1.000000</param> <param name="MaterialEmissive" type="vector4">0.000000, 0.000000, 0.000000, 1.000000</param> <param name="MaterialPower" type="float">10.000000</param> <param name="ShadeMode" type="dword">2</param> <param name="SpecularEnable" type="bool">false</param> <param name="TexCoordIndex0" type="dword">0</param> <param name="TexCoordIndex1" type="dword">2</param> <param name="TexCoordIndex2" type="dword">1</param> <param name="Texture0" type="texture">SlothGroundShast_Adult_F</param> <param name="Texture1" type="texture">tiger_blink</param> <param name="Texture2" type="texture">SlothGroundShast_Adult_F_Detail</param> </material> <material fx="BaseDecalDetail" name="SlothGroundShast_Adult_F_Alpha"> <param name="AddressU0" type="dword">3</param> <param name="AddressU1" type="dword">1</param> <param name="AddressU2" type="dword">1</param> <param name="AddressV0" type="dword">3</param> <param name="AddressV1" type="dword">1</param> <param name="AddressV2" type="dword">1</param> <param name="AlphaApplyMode" type="dword">4</param> <param name="AlphaBlendEnable" type="bool">false</param> <param name="AlphaFunc" type="dword">5</param> <param name="AlphaRef" type="dword">120</param> <param name="AlphaTestEnable" type="bool">true</param> <param name="AmbientMaterialSource" type="dword">1</param> <param name="ColorApplyMode" type="dword">4</param> <param name="CullMode" type="dword">1</param> <param name="DiffuseMaterialSource" type="dword">1</param> <param name="EmissiveMaterialSource" type="dword">0</param> <param name="MaterialAmbient" type="vector4">1.000000, 1.000000, 1.000000, 1.000000</param> <param name="MaterialDiffuse" type="vector4">1.000000, 1.000000, 1.000000, 1.000000</param> <param name="MaterialEmissive" type="vector4">0.000000, 0.000000, 0.000000, 1.000000</param> <param name="MaterialPower" type="float">10.000000</param> <param name="ShadeMode" type="dword">2</param> <param name="SpecularEnable" type="bool">false</param> <param name="TexCoordIndex0" type="dword">0</param> <param name="TexCoordIndex1" type="dword">2</param> <param name="TexCoordIndex2" type="dword">1</param> <param name="Texture0" type="texture">SlothGroundShast_Adult_F</param> <param name="Texture1" type="texture">tiger_blink</param> <param name="Texture2" type="texture">SlothGroundShast_Adult_F_Detail</param> </material> <material fx="BaseDecalDetail" name="_SlothGroundShast_Adult_F"> <param name="AddressU0" type="dword">3</param> <param name="AddressU1" type="dword">3</param> <param name="AddressU2" type="dword">1</param> <param name="AddressV0" type="dword">3</param> <param name="AddressV1" type="dword">3</param> <param name="AddressV2" type="dword">1</param> <param name="AlphaApplyMode" type="dword">4</param> <param name="AlphaBlendEnable" type="bool">false</param> <param name="AlphaFunc" type="dword">5</param> <param name="AlphaRef" type="dword">120</param> <param name="AlphaTestEnable" type="bool">true</param> <param name="AmbientMaterialSource" type="dword">1</param> <param name="ColorApplyMode" type="dword">4</param> <param name="CullMode" type="dword">1</param> <param name="DiffuseMaterialSource" type="dword">1</param> <param name="EmissiveMaterialSource" type="dword">0</param> <param name="MaterialAmbient" type="vector4">1.000000, 1.000000, 1.000000, 1.000000</param> <param name="MaterialDiffuse" type="vector4">1.000000, 1.000000, 1.000000, 1.000000</param> <param name="MaterialEmissive" type="vector4">0.000000, 0.000000, 0.000000, 1.000000</param> <param name="MaterialPower" type="float">10.000000</param> <param name="ShadeMode" type="dword">2</param> <param name="SpecularEnable" type="bool">false</param> <param name="TexCoordIndex0" type="dword">0</param> <param name="TexCoordIndex1" type="dword">2</param> <param name="TexCoordIndex2" type="dword">1</param> <param name="Texture0" type="texture">SlothGroundShast_Adult_F</param> <param name="Texture1" type="texture">tiger_blink</param> <param name="Texture2" type="texture">SlothGroundShast_Adult_F_Detail</param> </material> |
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| HENDRIX | May 11 2009, 04:52 PM Post #10 |
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I eat blender for breakfast.
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yep Umm, try taking out the last 2.
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| dalturge | May 17 2009, 06:39 PM Post #11 |
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La mente maestra!
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Umm maybe if in the bfmat you change the tiger_blink to tiger_blink_blank? *scratches its head*
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I've coded bfmats and bfbs before, too, and never had this problem. Help would be appreciated.








*scratches its head*
8:17 AM Jul 11