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New Suit Glove Problem

ChickenGeorge's picture

I have a problem with a new suit I made in Gmax.
I took Farmgirl's A1 suit,
and changed a bit of the UVMap at the leg,
to make a pirate sash.
I couldn't use the original suit,
because both legs share the same portion of the texture.
But putting it in the game has a glove problem.
You can see in the picture I made the leg have a red sash.
That’s fine,
but when putting on gloves,
they don't connect.
There is a space between gloves and forearms.

I took the suit off,
and the gloves go up the forearms like they are meant to.
Is there a glove stitch tool like the neck stitch tool I don't know about?
Has anyone ever encountered this problem before?

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ChickenGeorge's picture
I will try your suggestion and Thank you. No holes please.

ghastley wrote:
If I'm remembering correctly, you select the set of faces to become head, hands or feet, and then press the "Add selected faces" button to register that. It works best in wireframe mode, as you can see through the mesh to the back faces and check that all the expected edges are the proper colour.

As a final check on each mesh, I'd show it in wireframe, and then press each of those buttons in turn, to make sure no stray face showed up in the wrong category. Then I'd switch to solid grey, and do it again, rotating the model or showing it in multiple views. I had a lot of stuff with holes before doing that.

Thank you so much. I will try that.

I wonder if part of the forearm needs to be selected so that part of the gloves shows up.
Or do we just select the hand parts.
Maybe the same goes for the boot items.
I forgot to see if the boots go up the legs or is just at the feet.

ghastley's picture
Yes, those are the ones.

If I'm remembering correctly, you select the set of faces to become head, hands or feet, and then press the "Add selected faces" button to register that. It works best in wireframe mode, as you can see through the mesh to the back faces and check that all the expected edges are the proper colour.

As a final check on each mesh, I'd show it in wireframe, and then press each of those buttons in turn, to make sure no stray face showed up in the wrong category. Then I'd switch to solid grey, and do it again, rotating the model or showing it in multiple views. I had a lot of stuff with holes before doing that.

ChickenGeorge's picture
Maybe some Siegemax tools for hands feet and head?

kathycf wrote:
I like the sash, especially being long. Ideally the mapping can be fixed so the gloves don't look odd.

But...You could try just editing the armor texture itself, instead of changing the uv map. The sash would go at the top of the leg-front and back, or you could put it at the bottom of the "shirt" portion (front and back also). You can make the sash longer as in your example by drawing down on each side of the pants. Then edit the colors to what you want. It shouldn't take long to do and then you can preview it in the game and see what you think vs. your uv map change.

Just a couple of rough examples:

This texture would make more of a skinny sash.

And this would make a larger sash.

Thank you for the reply and the advice.
Those are nice choices.
I'm attempting to reproduce the black pirate girl from POTC,
that was played by Zoe Saldana.
Next is also her hat and jacket.
I'm not happy with my sash either.
But I finally figured how to make custom imported OBJ heads work,
and will just make a 'floating' sash where it needs to be,
and make it part of the head object.
Maybe make a nicer head model then DS's farmgirl head.

Both leg fronts share the same portion of the UVMap so if I edit the leg part then both legs will have it.
What I should have done is expanded the canvas 512 x 256, double the texture, make one have a sash and the other not.
Then just move one of the legs over to the other side.
Siegemax doesn't allow sizes beyond 256.
I'm guessing because computers sucked back in the day.
But textures that big actually work fine in Dungeon Siege.
So if anyone wants to have larger textures in Gmax,
Make a small dummy version that loads into gmax, while you edit.
Then return the size of the texture to it’s actual larger size the game needs.

PhoeniX wrote:
I no longer have access to information, but remember there were limits as to which gloves/boots can be used with which armors as the meshes did not coincide.

Thank you for the tip. I hope to find out which suits can use which items.
I should have tested the suit on a male character.
I made one because the game wants both genders.
But it is meant for the female.

ghastley wrote:
The neck is the only place where the vertices get welded, but there is a way to designate which faces are part of the hands and feet, and thus get deleted when gloves and boots are worn. Usually the glove/boot meshes overlap quite a bit with the body, and there is no join.

But your description of the problem - "I took the suit off, and the gloves go up the forearms like they are meant to" - implies that the gloves are changing. If it's not just a case of too much forearm disappearing, something stranger is happening, like the gloves having faces designated to be replaced by body armour.

And that could be the case, if the gloves were intended to fit inside a sleeve, instead of outside one. That's likely why you couldn't mix and match absolutely everything, but there were a few exceptions. I don't recall how the priorities for face deletion are specified, either. Something in the templates, presumably.

Thank you.
It could be I forgot to use a tool I don't know about yet.
There is like 3 or 4 tutorials for siegemax in existence.
And Siegeuniversity. But not much else.
I think the suit is doing the disappearing of the gloves.
The gloves at the forearms only disappear on this suit.
But taking the suit off returns it to farmgirl a1.
And the gloves go up the forearms again.
I should have taken a screen shot of that too.

But I did find some tools in Siegemax that may apply.
I haven't read or heard how to use them or what they are for.
But maybe it could solve it.

My adjustments were made to farmgirl's A1 unrigged suit. Maybe that is the problem.
The rigged suit has leg and arm stuff the unrigged suit doesn't have.

ghastley's picture
Not stitch

The neck is the only place where the vertices get welded, but there is a way to designate which faces are part of the hands and feet, and thus get deleted when gloves and boots are worn. Usually the glove/boot meshes overlap quite a bit with the body, and there is no join.

But your description of the problem - "I took the suit off, and the gloves go up the forearms like they are meant to" - implies that the gloves are changing. If it's not just a case of too much forearm disappearing, something stranger is happening, like the gloves having faces designated to be replaced by body armour.

And that could be the case, if the gloves were intended to fit inside a sleeve, instead of outside one. That's likely why you couldn't mix and match absolutely everything, but there were a few exceptions. I don't recall how the priorities for face deletion are specified, either. Something in the templates, presumably.

PhoeniX's picture
I no longer have access to

I no longer have access to information, but remember there were limits as to which gloves/boots can be used with which armors as the meshes did not coincide.

kathycf's picture
texture

I like the sash, especially being long. Ideally the mapping can be fixed so the gloves don't look odd.

But...You could try just editing the armor texture itself, instead of changing the uv map. The sash would go at the top of the leg-front and back, or you could put it at the bottom of the "shirt" portion (front and back also). You can make the sash longer as in your example by drawing down on each side of the pants. Then edit the colors to what you want. It shouldn't take long to do and then you can preview it in the game and see what you think vs. your uv map change.

Just a couple of rough examples:

This texture would make more of a skinny sash.

And this would make a larger sash.