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05-27-2012, 04:16 PM
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#1306 |
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Grey Wolf
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Location: Bretagne-FRANCE
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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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~~~~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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05-27-2012, 05:26 PM
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#1307 | |
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Black Magic
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Quote:
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05-27-2012, 05:55 PM
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#1308 |
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Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 783
Downloads: 149
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I'm trying to see where it comes from, I just tried with 3Dsmax and miraculously
, 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
__________________
~~~~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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05-27-2012, 06:47 PM
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#1309 | |
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Black Magic
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I'm looking into it A loose import works fine. |
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05-27-2012, 06:58 PM
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#1310 |
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Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 783
Downloads: 149
Uploads: 0
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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
__________________
~~~~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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05-27-2012, 07:10 PM
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#1311 | |
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Black Magic
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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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05-27-2012, 07:16 PM
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#1312 | |
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Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 783
Downloads: 149
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Quote:
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
__________________
~~~~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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05-27-2012, 07:17 PM
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#1313 |
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Black Magic
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05-27-2012, 07:25 PM
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#1314 | |
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Black Magic
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Just tried a loose import and diffuse and AO screwed up
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05-27-2012, 07:46 PM
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#1315 | |
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Black Magic
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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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05-27-2012, 07:52 PM
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#1316 |
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Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 783
Downloads: 149
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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
__________________
~~~~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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05-27-2012, 07:56 PM
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#1317 |
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Black Magic
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Hold on, I might have found a bug in the second importer...
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05-27-2012, 07:58 PM
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#1318 |
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Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 783
Downloads: 149
Uploads: 0
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Great that you've found
__________________
~~~~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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05-27-2012, 08:13 PM
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#1319 |
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Black Magic
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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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05-27-2012, 09:13 PM
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#1320 |
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Black Magic
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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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