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The problem is one of the filters I tried in Meshlab.
I really, REALLY, need to write down what Filters I'm testing! :haha: The Sorter ONLY adjusts a file to work with TDW's import standards right now. |
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Yes.
I have 4 programs that read and export obj files that can not be imported unless adjusted. So I wrote this as a time saver. :) |
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P.S: I have just been promoted :smug: :D |
Make a small donation and you can be anything you want.
Even a Grinch! :haha: |
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Nah, thanks, I want to work hard my promotion to Grinch :D |
I think that is out of your hands now.
:haha: :03: |
Did some checking and saw something that blew my mind!
Once I exported from meshlab after doing the filter, I opened the exported file. Now once that is opened? Go to Render and select Show Vertex Normals. :har: http://i108.photobucket.com/albums/n...ormals_WTH.jpg |
OT , you trying to scare the kids mate .
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You mean the sig?
:haha: |
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I suppose this is the reason for the odd reflections. Hope you fince a soluce for that :hmm2: On a side note, I have tested the latest version of your sorter on an unfiltered version of the balloon (i.e. a straight Wings 3d export). The UV map is still corrupt. :yep: |
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@ privateer
just one thought re. the normals issue as per your description @ post #83:
TDW's editor got a button for calculating normals. I ignore if the option is actually implemented or just a future feature (never actually used it), but if it worked it could fix the wrong normals :hmm2: |
I'm seeing some really strange stuff that does not follow a proper GR2 file format useing version 281.
:hmm2: The files work with Goblin and the Game itself but it breaks structures I'm well aware of. This may be the problem of files being corrupted after editing them to much? |
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