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Old 05-27-2012, 04:16 PM   #1306
BIGREG
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Yes the problem appear when i reimport immediately the mesh
that seem the light is not good render
and i have try to move the UVW to reorganize ,with 3dwings but i have face error when i reimport
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Old 05-27-2012, 05:26 PM   #1307
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Quote:
Originally Posted by BIGREG View Post
Yes the problem appear when i reimport immediately the mesh
that seem the light is not good render
and i have try to move the UVW to reorganize ,with 3dwings but i have face error when i reimport
Send me the file you are loading into the app, tell me what you were exporting, and I'll fire up VS and see what's going on
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Old 05-27-2012, 05:55 PM   #1308
BIGREG
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I'm trying to see where it comes from, I just tried with 3Dsmax and miraculously , I succeeded , but I'm not sure how I managed that
I must try again, soon as I find, with certainty

For the mesh is Periscope_O_Base, in conning tower
just trying to export it and import it with the AO, and looks into goblin

By cons, there is some problem to modify the UVW with 3DsMax
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Old 05-27-2012, 06:47 PM   #1309
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
I'm trying to see where it comes from, I just tried with 3Dsmax and miraculously , I succeeded , but I'm not sure how I managed that
I must try again, soon as I find, with certainty

For the mesh is Periscope_O_Base, in conning tower
just trying to export it and import it with the AO, and looks into goblin

By cons, there is some problem to modify the UVW with 3DsMax
I exported it and re-imported it back in scrict and got an error Number of subsets defined error I'm looking into it

A loose import works fine.
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Old 05-27-2012, 06:58 PM   #1310
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I have see after export/import with 3dsMax -> import/export with editor and
import with 3dwings ,that the all faces are break (no more welded in elements) -> result lot of vertices and edges
same when i export the mesh optimized with 3dsmax
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Old 05-27-2012, 07:10 PM   #1311
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Quote:
Originally Posted by BIGREG View Post
I have see after export/import with 3dsMax -> import/export with editor and
import with 3dwings ,that the all faces are break (no more welded in elements) -> result lot of vertices and edges
same when i export the mesh optimized with 3dsmax
I noticed that 3DS Max breaks all the vertices. It appears that 3DS Max takes all the vertices that are bowties and breaks them apart.

Found the error in the app related to strict import and fixed it. Sending you updated version here in a few

I saw no errors in AO map when exported and then immediately re-imported back in using strict or loose import.
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Old 05-27-2012, 07:16 PM   #1312
BIGREG
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Quote:
I saw no errors in AO map when exported and then immediately re-imported back in using strict or loose import.
have you try to see with goblin ?

edit : i have found that : http://www.gamefront.com/files/21735...ngTutorial.zip on this forum http://forum.xentax.com/viewtopic.ph...=1805&start=75
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Old 05-27-2012, 07:17 PM   #1313
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Quote:
Originally Posted by BIGREG View Post
have you try to see with goblin ?
No I didn't, I'll take a look now
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Old 05-27-2012, 07:25 PM   #1314
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Quote:
Originally Posted by BIGREG View Post
have you try to see with goblin ?

edit : i have found that : http://www.gamefront.com/files/21735...ngTutorial.zip on this forum http://forum.xentax.com/viewtopic.ph...=1805&start=75
Just tried a strict import and everything ok
Just tried a loose import and diffuse and AO screwed up Looking into why now
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Old 05-27-2012, 07:46 PM   #1315
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Quote:
Originally Posted by TheDarkWraith View Post
Just tried a strict import and everything ok
Just tried a loose import and diffuse and AO screwed up Looking into why now
I don't know why Goblin has a problem with the loose imported file. When I reload it with app it renders and looks fine. I can't find anything wrong with the code.

The big question is how does it look in game? Have you tried that? It might be that Goblin has a problem
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Old 05-27-2012, 07:52 PM   #1316
BIGREG
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Ingame is same

yet i try to modify the UVW ,but i have error with 3dwings and with 3dsmax that don't work ?!? the material is good render ,when i reload it with 3dwings is ok ,but after import in editor,no change
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Old 05-27-2012, 07:56 PM   #1317
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Quote:
Originally Posted by BIGREG View Post
Ingame is same

yet i try to modify the UVW ,but i have error with 3dwings and with 3dsmax that don't work ?!? the material is good render ,when i reload it with 3dwings is ok ,but after import in editor,no change
Hold on, I might have found a bug in the second importer...
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Old 05-27-2012, 07:58 PM   #1318
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Great that you've found
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~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok
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Old 05-27-2012, 08:13 PM   #1319
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Quote:
Originally Posted by BIGREG View Post
Great that you've found
Yes there was a definite problem in the second importer! If you did a loose import and had import AO checked then the normal data was not being written to the verticies (it was 0!). This problem has been fixed

Now what I have noticed is the exporter must be clipping the normals somehow When I turned lighting on I had very hard edges where there was no light. Didn't matter which importer (strict or loose) I used. I'm looking into this now

EDIT:

correction I only had hard edges with the second importer (loose import). So exporter is fine is the second importer that still has a bug...
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Old 05-27-2012, 09:13 PM   #1320
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Ok, the hard edges make sense now. Reason for them is because when using the second importer (loose import) the binormal, tangent, bone indicies, and bone weights are not being set! When I switched rendering to fixed-function the hard edges disappeared. This is what clued me into the missing data.

I'll have the second importer calculate the binormal and tangent data so at least that data is set. The bone weights and bone indicies I'm not sure how we are going to overcome that data (for those meshes that use it - would be only for skeletal skin mesh data)
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