Outerra forum

Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: cameni on September 11, 2012, 10:22:32 am

Title: Importer
Post by: cameni on September 11, 2012, 10:22:32 am
Alpha version of the importer (at the moment just for import of static objects). The importer is built-in into the engine, it can be invoked from the "objects" tool by clicking on the "Import ..." button, which brings up the importer window.

Documentation for the importer can be found in the wiki: wiki:Importer (http://xtrac.outerraworld.com/wiki/Importer)
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 10:26:07 am
Dammit, Now with the reading and the learning..
Title: Re: Importer
Post by: Bartolomeus on September 11, 2012, 10:53:11 am
Oh....awesome!! Thank you!! :)

Marko
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 11:07:10 am
Give me a download link please link link link PLEASE!!!  ;)

O BTW... THANK YOU  :)

Deutschmark
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 11:09:20 am
Just launch Outerra. It will auto update and install everything.
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 11:15:27 am
Just launch Outerra. It will auto update and install everything.

Where do I find it am looking all over in every folder.

Deutschmark
Title: Re: Importer
Post by: cameni on September 11, 2012, 11:21:27 am
The importer is built into the engine, you launch it from the objects tool.
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 11:33:25 am
well your going to have to do better then that, am in game have the objects window open and all I see is just all them in game objects and no tab or anything to launch the importer, did I miss something?

Deutschmark   
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 11:43:22 am
You may need to be on the testing version. I am not sure. There should simply be an IMPORT button on the bottom left of the object window.
Title: Re: Importer
Post by: cameni on September 11, 2012, 11:45:06 am
Are you in the development branch, 0.7.12 version?

(http://i.minus.com/jsLX5lMitCPXb.jpg) (http://minus.com/lsLX5lMitCPXb)
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 11:50:22 am
Can you link the BMW you have all set up? I would like to see how the tool works with a set up model instead of fumbling though conversions first.

Perhaps if it is uploaded anonymously to wherever..
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 11:50:32 am
Well if you mean did I pay the 15 USD YES! But I don't have that import tab on that window.

Deutschmark
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 11:55:25 am
Get this version Deutsch http://www.outerra.com/forum/index.php?topic=1146.0 (http://www.outerra.com/forum/index.php?topic=1146.50)

It is more beta then the version you are using. 3Dgrass and updated rendering.. and now with the model importer.. It is the testing testing version.
Title: Re: Importer
Post by: cameni on September 11, 2012, 11:56:13 am
You need to use the development version: http://www.outerra.com/forum/index.php?topic=1146.0 (http://www.outerra.com/forum/index.php?topic=1146.0)

Can you link the BMW you have all set up? I would like to see how the tool works with a set up model instead of fumbling though conversions first.
Should be fine. Here: bmwm3.zip (https://docs.google.com/open?id=0B2spgr2B2dvNY3JaelZTbXJqV00)
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 12:03:09 pm
Ok downloading now, I have the tech demo that I paid 15 USD to get it all open to me, will I have to pay another 15 USD for this one and can I have both in C/ programs/ X86 ???

Deutschmark
Title: Re: Importer
Post by: Bartolomeus on September 11, 2012, 12:11:07 pm
Works fine....looks like a long evening ;) My first attempt to import a model. Thanks for the importer!

(http://imageshack.us/a/img600/3990/outerra2012091118053135.jpg)

Marko
Title: Re: Importer
Post by: cameni on September 11, 2012, 12:14:58 pm
Ok downloading now, I have the tech demo that I paid 15 USD to get it all open to me, will I have to pay another 15 USD for this one and can I have both in C/ programs/ X86 ???
The same account works in both versions, you don't have to pay again :)
You can install it over the old version, or to a different folder (but in that case, use also a different data path for it).
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 12:17:51 pm
I seem to have a bit of a scaling problem..

(http://i.minus.com/iploYHKavr0rY.jpg)

And at what point (where) do I choose the skins? I assume that 1 DDS means 1 skin.. Now that the model is imported do I just drag other DDS files into the actual folder structure?
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 12:18:42 pm
Ok thank you cameni, installing it over the old version have no use for that if I cant put anything in game with it.

Deutschmark 
Title: Re: Importer
Post by: Bartolomeus on September 11, 2012, 12:21:31 pm
Quote from: ZeosPantera
I seem to have a bit of a scaling problem..

I have the same problem ;)

Marko
Title: Re: Importer
Post by: XZS on September 11, 2012, 12:21:31 pm
Hehe, great news!

Testing right now, not perfect but I didn't take too much time to set my objects for perfect import.
Here are two quick tests from building and home I've made some time ago with SketchUp.

Any advices about how to set the export from SketchUp, by the way?
It seems the Outerra importer got some troubles with non-DDS textures.

(http://i.minus.com/iExWyLNzOBVvy.jpg)

(http://i.minus.com/ibwtdVCdPC1l5q.jpg)

(http://i.minus.com/ibvZpzw7yLISEO.jpg)
Title: Re: Importer
Post by: cameni on September 11, 2012, 12:22:32 pm
Quote
And at what point (where) do I choose the skins? I assume that 1 DDS means 1 skin.. Now that the model is imported do I just drag other DDS files into the actual folder structure?

The BMW model doesn't have textures (apart from logo), it's all defined in the material file. You can edit the materials, here's the edited material file for the orange BMW:
Title: Re: Importer
Post by: angrypig on September 11, 2012, 12:25:39 pm
Any advices about how to set the export from SketchUp, by the way?
It seems the Outerra importer got some troubles with non-DDS textures.

We don't support non-dds textures. We will add automatic texture conversion to importer later...

Title: Re: Importer
Post by: [deleted] on September 11, 2012, 12:42:57 pm
.
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 12:49:53 pm
(http://i.minus.com/ibvZpzw7yLISEO.jpg)

You are hired as the new PR guy intern.. That looks incredible..
Title: Re: Importer
Post by: XZS on September 11, 2012, 12:58:21 pm
You are hired as the new PR guy intern.. That looks incredible..

Haha, extruded "Impact" font, done in less than 3 minutes in SketchUp, sure is the best way to do advertising for Outerra ;)
I've seen it on Facebook, so I change my words. "This very complicated model of 3D text took me 2 weeks of hard work."
Title: Re: Importer
Post by: murkz on September 11, 2012, 01:18:27 pm
My first humble effort, thank you very much for the importer.

(http://farm9.staticflickr.com/8437/7976926347_845de657b4_b.jpg)
Title: Re: Importer
Post by: Bartolomeus on September 11, 2012, 01:28:13 pm
Nice tank!

Marko
Title: Re: Importer
Post by: murkz on September 11, 2012, 01:45:14 pm
Nice tank!

Marko

Thank you Marko, though I have texture mapping issues...
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 01:47:00 pm
Tanks.. NEED MORE TANKS!

And higher res shots at that.

Look, I can setup a minus that takes community uploads I think. Or maybe a google workgroup. We can all deposit our(your) models there so there is a temporary one stop shop.

EDIT.. Anyone else crashing when they load up with a model on screen from when they exited last? If I have the BMW on screen at all I crash a little while after initializing. It is a driver crash so it may be my 4000 series again. If I turn around while still in the star field it doesn't crash.
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 01:53:11 pm
You know I never noticed it before.. But the model importer needs a rotate function for all axis..

(http://i.minus.com/i2DMT2hqEiAng.jpg)


I was randomly changing RGB values.. I call this Insanity Green.

(http://i.minus.com/i1v8LQwMfyVPT.jpg)
Title: Re: Importer
Post by: Bartolomeus on September 11, 2012, 02:12:47 pm
Nice color Zeos...reminds me of the Kawasaki green. :)

Marko
Title: Re: Importer
Post by: murkz on September 11, 2012, 02:24:29 pm
Luchs on patrol in Stoumont Belgium :)

(http://farm9.staticflickr.com/8315/7977111600_118e9c105d_b.jpg)

http://2.bp.blogspot.com/-r_0BcCel3TU/UE-AmnDS_6I/AAAAAAAADCs/1-UMFQMMiv4/s1600/screen_1347387448.jpg (http://2.bp.blogspot.com/-r_0BcCel3TU/UE-AmnDS_6I/AAAAAAAADCs/1-UMFQMMiv4/s1600/screen_1347387448.jpg) Full Size
Title: Re: Importer
Post by: Matt6767 on September 11, 2012, 02:27:32 pm
Luchs on patrol in Stoumont Belgium :)

Awesome model, one of the cooler recon tanks imo.
Title: Re: Importer
Post by: Bartolomeus on September 11, 2012, 02:32:17 pm
Yeah....amazing!
Title: Re: Importer
Post by: Deutschmark on September 11, 2012, 02:45:22 pm
Well Outerra team you done it now...
You just opened up Pandora's toy box... ;D

Deutschmark
Title: Re: Importer
Post by: murkz on September 11, 2012, 04:25:37 pm
(http://farm9.staticflickr.com/8037/7977482081_c5cc27dd08_b.jpg)

Title: Re: Importer
Post by: Jagerbomber on September 11, 2012, 05:20:47 pm
(http://i.minus.com/ibvZpzw7yLISEO.jpg)

I laughed at that.  That's awesome.  ;D
Title: Re: Importer
Post by: Luishi5k0 on September 11, 2012, 06:18:35 pm
Here are the buildings I have made, but I could not get the texture of one of them to import for some reason. Also the EVE Online Caldari Freighter.

(http://i.cubeupload.com/6x1yxy.png)
Title: Re: Importer
Post by: PytonPago on September 11, 2012, 08:00:24 pm
Nice .... this will start some fun in Outerra ....
Title: Re: Importer
Post by: Luishi5k0 on September 11, 2012, 08:35:59 pm
Someone should import some trees and create a proper looking forest.
Title: Re: Importer
Post by: Jagerbomber on September 11, 2012, 08:56:58 pm
Someone should import some trees and create a proper looking forest.

Well you'd better get started...
Title: Re: Importer
Post by: ZeosPantera on September 11, 2012, 09:47:08 pm
Someone should import some trees and create a proper looking forest.
Well you'd better get started...

(http://nature.wallpapers.tc/pictures/Forest%20Jungle/Redwood%20%20Forest.jpg)

REDWOOD FOREST GO!!
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 12:22:26 am
Ran to Google Sketchup.. Found the Eiffel Tower.. Export, import..

Seems the right scale but had some other... "difficulties".

(http://i.minus.com/iqrhvdVxZGI0D.jpg)

(http://i.minus.com/iblGei88NPkPgs.jpg)

(http://i.minus.com/iXsfvBPZhstVi.jpg)
Title: Re: Importer
Post by: murkz on September 12, 2012, 03:05:23 am
You know I never noticed it before.. But the model importer needs a rotate function for all axis..

Or an align to terrain option :)
Title: Re: Importer
Post by: ddenn on September 12, 2012, 05:06:27 am
Thank you very much for the importer! Works fine, and I'm amazed with Outerra performance. MB model is not very optimized and has 400 000 triangles (and there's a room to optimize it to less than 300 000 without loosing in quality), but seems not to affect fps.

(http://img571.imageshack.us/img571/447/screen1347440291.jpg)

(http://img254.imageshack.us/img254/8505/screen1347440226.jpg)
Title: Re: Importer
Post by: XZS on September 12, 2012, 05:10:08 am
MB model is not very optimized and has 400 000 triangles (and there's a room to optimize it to less than 300 000 without loosing in quality), but seems not to affect fps.

You are the author of this 3D model ? If so, congratulations, it looks amazing!
Title: Re: Importer
Post by: ddenn on September 12, 2012, 05:13:18 am
Yes, I'm. Made it in 2006 when learning 3ds max - http://www.outerra.com/forum/index.php?topic=676.msg13668#msg13668 (http://www.outerra.com/forum/index.php?topic=676.msg13668#msg13668)
Title: Re: Importer
Post by: cameni on September 12, 2012, 05:26:03 am
That looks absolutely beautiful. Did you try it also with the white paint?
Title: Re: Importer
Post by: ddenn on September 12, 2012, 05:39:34 am
On white reflections are almost invisible:
(http://img844.imageshack.us/img844/2174/screen1347442564.jpg)

(http://img209.imageshack.us/img209/600/screen1347442585.jpg)

There's still some work should be done to textures and normal maps. Now I'm waiting for the physics model :)
Title: Re: Importer
Post by: jeffmorris on September 12, 2012, 06:16:14 am
How do I remove 3D models from the Objects/Builder/Buildings drop-down list? How do I slow down the speed of the "UFO"?
Title: Re: Importer
Post by: Bartolomeus on September 12, 2012, 06:29:45 am
Hi ddenn...that looks really awesome!

Marko
Title: Re: Importer
Post by: cameni on September 12, 2012, 06:53:54 am
How do I remove 3D models from the Objects/Builder/Buildings drop-down list? How do I slow down the speed of the "UFO"?
You can delete the model subdirectories from the packages/ directory, but that means you won't be able to have the objects in the world too. The builder window is not yet made to ergonomically handle a large number of objects.

UFO speed can be altered by Page Up and Page Down keys.
Title: Re: Importer
Post by: murkz on September 12, 2012, 07:47:48 am
Stoumont
(http://farm9.staticflickr.com/8460/7979189086_14210bfa1e_b.jpg)

(http://farm9.staticflickr.com/8438/7979186309_bdaf5c04c8_b.jpg)
Title: Re: Importer
Post by: Luishi5k0 on September 12, 2012, 10:00:58 am
This really makes me wish we could have those real time reflections. That would make cars look amazing.
Title: Re: Importer
Post by: seppen on September 12, 2012, 10:10:50 am
This importer is fantastic :)
No problem with 2million verts in 1 go, textures/amount of materials ofcourse a problem, but if importer will be able to handle dds convertion on complex models this is gonna be fun!

Is transperancy/glass possible to setup inside Max materials?

Title: Re: Importer
Post by: angrypig on September 12, 2012, 10:41:44 am
Is transperancy/glass possible to setup inside Max materials?

Not yet because MAX and OT are using different material/light systems so those material never be the same as they are rendered in the MAX. We plan to add material editor into the engine which will makes the final tuning process much easier...
Title: Re: Importer
Post by: seppen on September 12, 2012, 10:51:47 am
Is transperancy/glass possible to setup inside Max materials?

Not yet because MAX and OT are using different material/light systems so those material never be the same as they are rendered in the MAX. We plan to add material editor into the engine which will makes the final tuning process much easier...

Great!, that will save time.
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 10:56:04 am
Just close the rest of the forums. This is the only important thread for the next few days.

Car looks amazing all be it low res pictures!
Title: Re: Importer
Post by: Midviki on September 12, 2012, 11:19:01 am
I have a problem. I got an error and every time I try to import a new object, it reloads the older one with the error. How do I delete or clear the logs of the importer?
Title: Re: Importer
Post by: cameni on September 12, 2012, 11:30:15 am
The problem is probably a corrupted impcfg file. Please go to the model folder and delete the impcfg file, it will be generated anew.
Title: Re: Importer
Post by: Midviki on September 12, 2012, 11:44:40 am
Not working... How do I make the importer believe that he has never imported a thing in his life? What log do I need to delete?
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 11:45:21 am
That Eiffel Tower I took off of Sketchup's Repository when exported was actually only 1/4 of the building and I had to spawn it four times and position it by hand touching the antennae to complete the structure. Would that sort of info be stored in the Collada and able to be completed via the importer?
Title: Re: Importer
Post by: cameni on September 12, 2012, 11:52:00 am
Not working... How do I make the importer believe that he has never imported a thing in his life? What log do I need to delete?
All the importer ever creates when importing a model is in the target model directory. You can delete it, but all the files are written there anew, except for the impcfg because that contains info about the nodes.

That makes me think that the error may be elsewhere ... are you sure you are giving it the right file?
Title: Re: Importer
Post by: Midviki on September 12, 2012, 11:57:08 am
Well I don't know what happen exactly but I think its about the mix-up that I made with 1 model... it didn't had at the time the DDS map... so.. it had a jpg.. and from then... all the time I try to insert a new model. He is looking for a file that I deleted long ago.. and doesn't exist. But I deleted all files and all the models , jpg , impcfg , matlib , objdef and he still can't pass over that file no matter what new file I give him. Its like I need a reset button so he can see clearly that nothing exists.
Title: Re: Importer
Post by: cameni on September 12, 2012, 11:58:38 am
That Eiffel Tower I took off of Sketchup's Repository when exported was actually only 1/4 of the building and I had to spawn it four times and position it by hand touching the antennae to complete the structure. Would that sort of info be stored in the Collada and able to be completed via the importer?
I guess you mean that the model was comprised of 4 pieces, and these appear as standalone objects, right? How many objdef files does the model folder contain?

Here's what I wrote in the first post about it:

Normally you would have all the feet done as instances, i.e. the mesh only once, instanced 4 times. It all ought to be in the Collada file. For example, the wheels on the BMW were instanced too.
Title: Re: Importer
Post by: cameni on September 12, 2012, 12:00:55 pm
Well I don't know what happen exactly but I think its about the mix-up that I made with 1 model... it didn't had at the time the DDS map... so.. it had a jpg.. and from then... all the time I try to insert a new model. He is looking for a file that I deleted long ago.. and doesn't exist. But I deleted all files and all the models , jpg , impcfg , matlib , objdef and he still can't pass over that file no matter what new file I give him. Its like I need a reset button so he can see clearly that nothing exists.
Isn't the file name written in the Collada file itself? You have to convert the texture files to dds and edit the Collada file, replacing the references to the original files with path to the DDS files. The path can be relative to the Collada fille (without file:/// prefix).
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 12:23:18 pm
How many objdef files does the model folder contain?

Just one. I will poke around some more.
Title: Re: Importer
Post by: Midviki on September 12, 2012, 12:28:03 pm
I map the model with the .DDS map, I export with OpenCollada from 3ds Max, I have the .DAE file and a folder named "images" with the dds file in it. Don't I need to have the "images" folder? Did I needed to imprint in the .DAE file the .DDS file? I don't get it... here is a sceen of what it tells me... the jpg error disappeared, now it says something else.. that the file doesn't exist. ( the .DAT file )

-  http://s10.postimage.org/n20pje03r/OTimp.jpg (http://s10.postimage.org/n20pje03r/OTimp.jpg)
Title: Re: Importer
Post by: Midviki on September 12, 2012, 12:43:13 pm
I solved the problem I think... still gets some errors.. but managed to import it :).Thx for help.
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 12:50:25 pm
Can someone download this model of a Challenger 2 tank and try to import it. It just crashed outerra for me after I spawn it. It is pretty complex but can't be as bad as the ISS.

(http://i.minus.com/iwvx16hdmTTjH.png)

My Exported Collada
http://i.minus.com/1347554838/WBt77XfXscDe2P3YKmiHDQ/dWMDInvIT7jln/ChallenterTank.dae (http://i.minus.com/1347554838/WBt77XfXscDe2P3YKmiHDQ/dWMDInvIT7jln/ChallenterTank.dae)

The Sketchup Save
http://i.minus.com/1347554881/LdkQ4TYyBO-vgQAPj5G8XA/dbpsk2jFam1rxR/Challenger2.skp (http://i.minus.com/1347554881/LdkQ4TYyBO-vgQAPj5G8XA/dbpsk2jFam1rxR/Challenger2.skp)
Title: Re: Importer
Post by: Midviki on September 12, 2012, 12:57:25 pm
Yep... it crashed in a very epic way!
Title: Re: Importer
Post by: saccara18 on September 12, 2012, 01:57:32 pm
i cant import everything, error error error.

i load the models on www.3dvia.com (http://www.3dvia.com) as .dae file.

when i start the importing i become thousends of error messages.

:( :( :(

i have been waited so long time for the importer :(
Title: Re: Importer
Post by: Midviki on September 12, 2012, 02:21:57 pm
i cant import everything, error error error.

You will get there :P , there is time , you probably have done something wrong. You can do as I did, read the first post in this thread over and over. Step 1... Do research on the things you don't understand on google , Stept 2... learn and Step 3... profit!  ;D
Title: Re: Importer
Post by: seppen on September 12, 2012, 03:13:18 pm
It crashed but, after I removed some helper dummie objects, and saved it out again from Max it worked fine.

Title: Re: Importer
Post by: Luishi5k0 on September 12, 2012, 03:28:20 pm
Where are those buildings in the background from?
Title: Re: Importer
Post by: seppen on September 12, 2012, 03:34:28 pm
Where are those buildings in the background from?

They´re just some dummy objects, testing the DDS texture import.
Have problem with them being to bright when large objects with 1 baked  texture.

This is the Challenger Dae that is working.

http://minus.com/lU7iHfi97vyDZ (http://minus.com/lU7iHfi97vyDZ)
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 04:43:16 pm
Appreciate the fix. I will have to look over what you removed.
Title: Re: Importer
Post by: seppen on September 12, 2012, 04:55:39 pm
Appreciate the fix. I will have to look over what you removed.

It works with the helpers too, this is just put into an assembly, and saved out with opencollada.

If want to set it up for physics, perhaps an unassembled ver is better!
But it´s 11385 entities so some grouping must be done to import it.

http://minus.com/lSYotNj3JcNBs (http://minus.com/lSYotNj3JcNBs)
Title: Re: Importer
Post by: Steve.Wilson on September 12, 2012, 08:41:07 pm
Nice tank, nice buildings!  I wonder what the frame rate impact might be flying around that area...
Title: Re: Importer
Post by: ZeosPantera on September 12, 2012, 11:27:16 pm
(http://i.minus.com/ibbph5aIUp8r0O.jpg)

Sex. Anyone up for texturing this?

And Seppan you talk of a physical version. I think we have to speak about this more. When the vehicle config comes out we should prepare the first tank.. I just wonder how the tracks would function.
Title: Re: Importer
Post by: Steve.Wilson on September 13, 2012, 01:23:10 am
Each link in each tread and the full bogie suspension would have to be animated.  My head hurts from thinking about the hierarchy that would require!!
Title: Re: Importer
Post by: seppen on September 13, 2012, 04:41:22 am
Nice tank, nice buildings!  I wonder what the frame rate impact might be flying around that area...

I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

Title: Re: Importer
Post by: Krutan on September 13, 2012, 06:50:22 am
OpenCOLLADA doesn't seem to work with 3ds Max 2013. Any ideas what to do?
Title: Re: Importer
Post by: ddenn on September 13, 2012, 06:54:27 am
Tested a bit too, this is one of my planes for xplane, about 90 000 triangles but most important it has 12 diffuse 2048*2048 textures + 1 1024*1024, and 8 normal maps 1024*1024. No visible fps drop, and the model looks better than in xplane:

(http://img824.imageshack.us/img824/3177/screen1347533028.jpg)

(http://img850.imageshack.us/img850/8954/screen1347533043.jpg)
Title: Re: Importer
Post by: seppen on September 13, 2012, 07:05:27 am
OpenCOLLADA doesn't seem to work with 3ds Max 2013. Any ideas what to do?

Save out as 2012, and up it!, I got Max 2012.
Title: Re: Importer
Post by: Deutschmark on September 13, 2012, 07:08:52 am
Nice plane ddenn, looks TOP!!!  :)

Deutschmark
Title: Re: Importer
Post by: angrypig on September 13, 2012, 07:20:10 am

I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

This tank model is not suitable for a real-time rendering, there are too many meshes and thus draw calls (11k for one object is really too much). Those meshes have an average face count ~100 which is very inefficient. Currently there is a limit of 64k draw calls per frame so it means 5 tanks + a few buildings. 11k meshes is just ridiculous

Making a model suitable for the game engine is not an easy task, it is a tradeoff between the poly count, batch count, texture size, number of LODs etc... And even though OT can handle a lots of poly, it's important to use LODs
Title: Re: Importer
Post by: seppen on September 13, 2012, 07:33:48 am

I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

This tank model is not suitable for a real-time rendering, there are too many meshes and thus draw calls (11k for one object is really too much). Those meshes have an average face count ~100 which is very inefficient. Currently there is a limit of 64k draw calls per frame so it means 5 tanks + a few buildings. 11k meshes is just ridiculous

Making a model suitable for the game engine is not an easy task, it is a tradeoff between the poly count, batch count, texture size, number of LODs etc... And even though OT can handle a lots of poly, it's important to use LODs

I noticed it was kind of heavy he he, 1 of those is like 30 of my buildings.
Is there a limit on materials in on object?, noticed some textures not carry over when updated (balcony).

Title: Re: Importer
Post by: seppen on September 13, 2012, 07:39:19 am
Nice plane ddenn, looks TOP!!!  :)

Deutschmark

+1
Wonderful model/textures, can opacity for glass be adjusted in the matlib file?
Title: Re: Importer
Post by: angrypig on September 13, 2012, 07:58:13 am

I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

This tank model is not suitable for a real-time rendering, there are too many meshes and thus draw calls (11k for one object is really too much). Those meshes have an average face count ~100 which is very inefficient. Currently there is a limit of 64k draw calls per frame so it means 5 tanks + a few buildings. 11k meshes is just ridiculous

Making a model suitable for the game engine is not an easy task, it is a tradeoff between the poly count, batch count, texture size, number of LODs etc... And even though OT can handle a lots of poly, it's important to use LODs

I noticed it was kind of heavy he he, 1 of those is like 30 of my buildings.
Is there a limit on materials in on object?, noticed some textures not carry over when updated (balcony).


Hmm it is probably a bug in importer's multi-material handler...

Title: Re: Importer
Post by: angrypig on September 13, 2012, 08:02:35 am
+1
Wonderful model/textures, can opacity for glass be adjusted in the matlib file?

Yes, parameters for glass are:
Code: [Select]
{
"name" : "glass-material",
"diffuse" : "0.15,0.15,0.2,0.99", //
"Ax" : "0.08",   // this is material reflectance F0
"Ay" : "0.08",   // not used
"m" : "0.02",    // material roughness 0 mirror , 1 - mate material
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : ""
}
Title: Re: Importer
Post by: seppen on September 13, 2012, 08:30:19 am
+1
Wonderful model/textures, can opacity for glass be adjusted in the matlib file?

Yes, parameters for glass are:
Code: [Select]
{
"name" : "glass-material",
"diffuse" : "0.15,0.15,0.2,0.99", //
"Ax" : "0.08",   // this is material reflectance F0
"Ay" : "0.08",   // not used
"m" : "0.02",    // material roughness 0 mirror , 1 - mate material
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : ""
}

Thanks!

Love this importer tool, 1,5million poly´s, fully modeled inside details, if collision will work with modeles like this I´m in Heaven :)

Title: Re: Importer
Post by: ZeosPantera on September 13, 2012, 10:26:12 am
A full walk around building would be awesome.. (too bad we can't walk anymore..)

This tank model is not suitable for a real-time rendering, ~~~(11k for one object is really too much). ~~~ 11k meshes is just ridiculous

Sound like a quitter to me. 11K is just the start!

BUT, Could the LOD system allow this sort of model detail to be used for the closest lod0 rendering? I know you plan on more lod levels than 4.

It would be amazing if this could be the sort of detail expected from models up close.


I have invited the modeler of the tank to join us here on the forums..

http://www.youtube.com/user/shareck/videos?view=0 (http://www.youtube.com/user/shareck/videos?view=0)

Apparently he animates them in sketchup too..

challenger 2 tank 3d sketchup animation (rigged with sketchyphysics) (http://www.youtube.com/watch?v=ND5pkGZ5hL4#ws)

British Challenger 2 tank. Sketchyphysics 3D animation (http://www.youtube.com/watch?v=4Ebg7mylkiQ#ws)
Title: Re: Importer
Post by: murkz on September 13, 2012, 04:57:11 pm
Additionally, all textures have to be in the right DDS format:
  • diffuse has to be DXT1 format
  • normal map has to be 3Dc/ATI2 format
  • opacity map has to be ATI1 format
  • roughness map has to be ATI1 format
  • material reflectance map has to be ATI1 format
[/li]
[li]Roughness map and material reflectance map allow you to define the whole material in textures so you can have one single mesh and multiple materials and the mesh is still rendered in one draw call. Usually the reflectance is not as important as the roughness, in most case the roughness texture map is enough[/li][/list]


We don't have ATI1 on our list for PS

DXT1          RGB   4 bpp | no alpha
3Dc            XY   8 bpp | Normal Map
DXT5         ARGB   8 bpp | interpolated alpha

Is what we have, any help would be welcome.
Title: Re: Importer
Post by: Martellus on September 13, 2012, 09:17:18 pm
I have invited the modeler of the tank to join us here on the forums..

http://www.youtube.com/user/shareck/videos?view=0 (http://www.youtube.com/user/shareck/videos?view=0)

Apparently he animates them in sketchup too..
I didn't realize sketchup was capable of such detail. Or even doing animation.
Title: Re: Importer
Post by: Foxiol on September 13, 2012, 09:59:25 pm
Cameni first of all thank you very much for this. ;)

Now if anyone, because Cameni is a busy man, can make a little video tutorial i will be the most happy Outerra Engine user in the world.

I am not that great to make all this things but i want to learn and don´t mess everything.

Thanks in advance.
Title: Re: Importer
Post by: ZeosPantera on September 13, 2012, 10:35:07 pm
Well I am just winging it with Sketchup currently.. I browse the 3D warehouse for awesome.. Edit it a bit and export it. I really should ask here what the settings should be//


(http://i.minus.com/iAtspVMNgABou.png)


Well? I know two sided faces aren't supported but what about the rest?
Title: Re: Importer
Post by: cameni on September 14, 2012, 12:38:35 am
Quote from: ZeosPantera
Sound like a quitter to me. 11K is just the start!

BUT, Could the LOD system allow this sort of model detail to be used for the closest lod0 rendering? I know you plan on more lod levels than 4.
Detail is fine, that's not the problem. 400k vertices, ok. But each separate mesh is a separate draw call to OpenGL, and even though OpenGL is much more effective and has smaller overhead than DX, 11k calls is way too much. But I think it should not be a problem to merge many meshes there and make at most a few tens of them, the model simply wasn't designed with the use in games in mind, but it could be, even with the detail it has.
Title: Re: Importer
Post by: ZeosPantera on September 14, 2012, 01:31:32 am
What a selling point.. Absurdly High Detail models.

Even if just a few at one time. Now I have to get the modeler on board and hammer him into submission to fix it... Or learn modeling.
Title: Re: Importer
Post by: PytonPago on September 15, 2012, 04:22:32 pm

Sound like a quitter to me. 11K is just the start!

BUT, Could the LOD system allow this sort of model detail to be used for the closest lod0 rendering? I know you plan on more lod levels than 4.

It would be amazing if this could be the sort of detail expected from models up close.

...

Apparently he animates them in sketchup too..


Well, would like to hawe the close-up model detail too, mostly for my fun-work ...
   ... would like to see the tank tracks on move in outerra !  :D
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 07:14:15 am
've now tried for 3 days to import something in outerra, by just the importer then click the dae. file and then import it. last window always come hundreds error messages. I know just stuck. I can import it again in someone explain the process very simple? Thank you very much
Title: Re: Importer
Post by: seppen on September 16, 2012, 07:15:56 am
What a selling point.. Absurdly High Detail models.

Even if just a few at one time. Now I have to get the modeler on board and hammer him into submission to fix it... Or learn modeling.

There are several scripts that can clean up the modelstructure in Max, so it´s easier to setup/rig the model for physics in Outerra.

I guess there are plugins for sketchup that do the same.
Title: Re: Importer
Post by: seppen on September 16, 2012, 07:18:21 am
've now tried for 3 days to import something in outerra, by just the importer then click the dae. file and then import it. last window always come hundreds error messages. I know just stuck. I can import it again in someone explain the process very simple? Thank you very much

Are you useing opencollada when export?
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 07:31:43 am
no i use the stnadard dae files with the ingame importer
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 07:33:42 am
can you post a link where i can download opencollada? and which version?
Title: Re: Importer
Post by: seppen on September 16, 2012, 07:35:48 am
no i use the stnadard dae files with the ingame importer

Upload a testmodel to a place like this, and I´ll have a look at it.
http://minus.com/ (http://minus.com/)
Title: Re: Importer
Post by: seppen on September 16, 2012, 07:37:11 am
can you post a link where i can download opencollada? and which version?

http://opencollada.org/download.html (http://opencollada.org/download.html)
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 07:41:22 am
http://minus.com/mfHJej4bF (http://minus.com/mfHJej4bF)
Title: Re: Importer
Post by: seppen on September 16, 2012, 07:55:44 am
http://minus.com/mfHJej4bF (http://minus.com/mfHJej4bF)

Imports fine if save in opencollada format, but you need to convert the textures to DDS format.

I can up the untextured model if you want, but since a bit hangovered the textured ver have to wait until tomorrow :(
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 08:05:17 am
When I changed the textures in dds format where I do have the will to go?

I opencollada installed where can I find the program back then?
Title: Re: Importer
Post by: seppen on September 16, 2012, 08:08:34 am
When I changed the textures in dds format where I do have the will to go?

I opencollada installed where can I find the program back then?

It depends what software you use!
Is it Maya/Max/Blender/Cinema4d etc?
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 08:15:29 am
i dont know, because i download on 3dvia.com finished dae models
Title: Re: Importer
Post by: seppen on September 16, 2012, 08:22:37 am
i dont know, because i download on 3dvia.com finished dae models

You will need to use a 3D software that support opencollada, and also a software that can convert textures into DDS format.
I use Max, but Blender is great to, and free.

I use Cryengine sdk RC to convert the textures, but PS is great too if make a batch via an action macro.
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 08:43:13 am
now I have blender and open the file with Blender I exportire the file as collada. But in outerra it can not import anyway.

maybe someone could someday an import video upload where I can see everything step by step.

is there another website where I can download finished models and insert the same in outerra?
Title: Re: Importer
Post by: seppen on September 16, 2012, 08:47:32 am
jetzt habe ich blender und öffne die datei mit blender dann exportire ich die datei als collada. aber in outerra lässt es sich trotzdem nicht importieren.

vielleicht könnte jemand irgendwann ein import video hochladen wo ich alles schritt für schritt sehen kann.

gibt es eine andere seite wo ich fertige modelle herunterladen und gleich in outerra einfügen kann?

Try to apply a single material to the model, and export.
It´s the missing DDS textures that mess up your import I guess.
Title: Re: Importer
Post by: seppen on September 16, 2012, 08:49:52 am
This is the untextured ver, try it to check if your Outerra installation is ok.
http://minus.com/lbgUufcMZPTFWu (http://minus.com/lbgUufcMZPTFWu)
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 08:55:36 am
It worked :D

but how did you get the textures gone?
Title: Re: Importer
Post by: seppen on September 16, 2012, 08:59:25 am
It worked :D

but how did you get the textures gone?

Select all, then apply 1 single material to the model.
The DDS texture convertion is a bit complicated, but will be fixed in time if angrypig wants some free beer he he.
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 09:33:18 am
So work your file, but I'm not getting myself a file impotiert .... : (
Title: Re: Importer
Post by: seppen on September 16, 2012, 09:36:17 am
So work your file, but I'm not getting myself a file impotiert .... : (

You saved out as opencollada format(and installed the blender ver)
Up the file and I´ll have a look at it.
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 09:47:47 am
which opencollada i need for blender?
Title: Re: Importer
Post by: seppen on September 16, 2012, 09:57:01 am
which opencollada i need for blender?

It seems it´s directly integrated, so you should not need a plugin.
Up the model so I can test it.
Title: Re: Importer
Post by: seppen on September 16, 2012, 10:00:35 am
which opencollada i need for blender?

It seems it´s directly integrated, so you should not need a plugin.
Up the model so I can test it.

You might have to compile it!
I only use Max so not sure about Blender.

http://wiki.blender.org/index.php/User:Kazanbas/Building_Collada_Branch (http://wiki.blender.org/index.php/User:Kazanbas/Building_Collada_Branch)
Title: Re: Importer
Post by: ZeosPantera on September 16, 2012, 10:05:29 am
Outerra IRC channel? Might make the forums less messy.
Title: Re: Importer
Post by: seppen on September 16, 2012, 10:08:18 am
Outerra IRC channel? Might make the forums less messy.

A chat channel might be a good idea :-X
Title: Re: Importer
Post by: saccara18 on September 16, 2012, 10:12:46 am
http://minus.com/mFY5KD7hK (http://minus.com/mFY5KD7hK)
Title: Re: Importer
Post by: Midviki on September 16, 2012, 04:11:48 pm
I don't understand a thing... I import the object with the texture and all... but before the last stage... when it tells me to name my object I get an error:
- " Error: Object ".../.../EnvironmentAmbientLight" doesen't exist! "

So I have the texture and object imported and I can use it. Then what for is that error ?
Title: Re: Importer
Post by: seppen on September 16, 2012, 04:17:06 pm
I don't understand a thing... I import the object with the texture and all... but before the last stage... when it tells me to name my object I get an error:
- " Error: Object ".../.../EnvironmentAmbientLight" doesen't exist! "

So I have the texture and object imported and I can use it. Then what for is that error ?

Up the model, I´ll have a look at it.
If a headbanger I´ll have to wait until tomorrow since weekends are rough on the mind.
Title: Re: Importer
Post by: cameni on September 16, 2012, 04:25:57 pm
Things like EnvironmentAmbientLight which have no purpose in Outerra (with its global atmospheric lighting model) should be set to "don't import" in the configuration page.
Title: Re: Importer
Post by: seppen on September 16, 2012, 04:39:09 pm
Things like EnvironmentAmbientLight which have no purpose in Outerra (with its global atmospheric lighting model) should be set to "don't import" in the configuration page.

While your´re around this might interest you.
The pro ver is soon ready, and I´m gonna go wild with it.

It´s gonna support openstreetmap, so if could drape the data like in infrastructure modeler huge work could be easy :)
ghostTown 0.5 WIP (http://www.youtube.com/watch?v=nho0Y0Ex-UM#ws)
Title: Re: Importer
Post by: cameni on September 16, 2012, 05:10:31 pm
Looks interesting.

Ghost Town for a ghost world :)
Title: Re: Importer
Post by: seppen on September 16, 2012, 05:18:04 pm
Looks interesting.

Ghost Town for a ghost world :)

So true :D
It generates very clean models, and you can customise them into doom.

I know many dislike Max, but this show´s the power in it.
The hipoly ones are extreme, but if export 1 or 10 for FPS use it´s ok.

Interiour is not included though :)
Title: Re: Importer
Post by: seppen on September 17, 2012, 12:03:43 pm
This tool is useful if many textures need to be converted to DDS.

http://www.mnwright.btinternet.co.uk/programs/convim.htm (http://www.mnwright.btinternet.co.uk/programs/convim.htm)
Title: Re: Importer
Post by: C. Shawn Smith on September 20, 2012, 02:45:47 am
Sad thing is: I can't run Outerra on this laptop /cry!  (main reason for my absence!)

I WANT so badly to work with the importer!

Damn OpenGL 3.0+!
Title: Re: Importer
Post by: ZeosPantera on September 20, 2012, 01:04:08 pm
Was wondering where you went.

I can still run it for between 30 seconds and 8 minutes at a time before my 4000 series kills itself.
Title: Re: Importer
Post by: saccara18 on September 20, 2012, 02:30:08 pm
who has a good dds converter with link?

my dds converter make files with 0 bytes :D (by importing this = ERROR) :D
Title: Re: Importer
Post by: seppen on September 20, 2012, 02:38:38 pm
who has a good dds converter with link?

my dds converter make files with 0 bytes :D (by importing this = ERROR) :D

This works great, but remember to download/install the DLL´s too!

http://www.mnwright.btinternet.co.uk/programs/convim.htm (http://www.mnwright.btinternet.co.uk/programs/convim.htm)
Title: Re: Importer
Post by: saccara18 on September 20, 2012, 02:50:01 pm
thank you, the textures are be loaded, but my house is black :D
Title: Re: Importer
Post by: seppen on September 20, 2012, 03:12:03 pm
thank you, the textures are be loaded, but my house is black :D

I had same problem with Sketchup model, changed the path/texture namesso not sure what fixed it.

Up it and I´ll have a look at it.
Title: Re: Importer
Post by: seppen on September 21, 2012, 08:31:06 am
I´m haveing some issues with errors when reimporting objects that have far less then 64 000 vertices but was more at start, the ones missing all have sub 20 000 verts  :(.

If rename the export it´s ok, but that´s a problem when aligning with main model.

Would also be nice if offending object name would be listed, the number in the error report does not relate to 3ds max name, and it would be nice if the report window could support cut/paste or wider for long path names.

Title: Re: Importer
Post by: cameni on September 21, 2012, 08:58:30 am
The actual number of vertices that the importer needs to create can be higher than the number stated in a modeler, depending on whether there are multiple normals per vertex. In that case the importer has to duplicate the vertices.

The importer log will be written into a file, and I will put a button in the UI that hides low-severity messages so that it's more readable.
Title: Re: Importer
Post by: seppen on September 21, 2012, 09:22:34 am
The actual number of vertices that the importer needs to create can be higher than the number stated in a modeler, depending on whether there are multiple normals per vertex. In that case the importer has to duplicate the vertices.

The importer log will be written into a file, and I will put a button in the UI that hides low-severity messages so that it's more readable.

Thanks!, that explains it.
I can browse fine trough the log as it is, but some messages get too wide so name of offending texture etc is hidden etc.

A compact log would be great for large assemblies.
Title: Re: Importer
Post by: Midviki on September 21, 2012, 09:25:32 am
Did you tried to select what is written till the end of the line?  :P
Title: Re: Importer
Post by: seppen on September 21, 2012, 10:19:22 am
Did you tried to select what is written till the end of the line?  :P

I cant select anything, just middlemouse scroll, and pageup pagedown.
But most important for me is to be able to indentify error meshes when have hundreds that imported fine..
Title: Re: Importer
Post by: Midviki on September 21, 2012, 12:57:05 pm
I was sarcastic :). Try selecting the writing and move the mouse to the right.What you cannot see, you will see.
Title: Re: Importer
Post by: seppen on September 21, 2012, 02:27:07 pm
I was sarcastic :). Try selecting the writing and move the mouse to the right.What you cannot see, you will see.

I was once able to do so!
But the latest models are not huge in MB, or drawcalls.

It´s very clean Max stuff that importer loves if not over 64k limit he he.
I can up some to my googledrive or dropbox tomorrow if wanna have a look!

I need some alko though :), all week nothing :(
Title: Re: Importer
Post by: Spartan46 on September 22, 2012, 10:51:02 pm
EXCEPTION: colz::mesh::add_source@colz_mesh.cpp{306}INT is not supported for vertex data!

Its doing this when i try to import a reaper(mass effect) model
Do you know what its mean?
Title: Re: Importer
Post by: cameni on September 23, 2012, 02:55:51 am
The model uses 32-bit index for meshes which is not supported, means that there are more than 64k vertices in the mesh and that would require 32-bit indices instead of normally used 16-bit ones. Normally game engines intentionally don't support it because it's wasteful and the solution is easy - split meshes so each has <64k vertices.
Title: Re: Importer
Post by: angrypig on September 23, 2012, 04:59:07 am
EXCEPTION: colz::mesh::add_source@colz_mesh.cpp{306}INT is not supported for vertex data!

Its doing this when i try to import a reaper(mass effect) model
Do you know what its mean?

That error means that vertices have integer type for positions or texture coordinates or it may be a bug in importer. Can you send me the file?
Title: Re: Importer
Post by: saccara18 on September 23, 2012, 09:01:15 am
I can not import tanks and cars because I keep getting an error message. I import all vehicles as static objects is that correct or do I have to import them as vehicles?
Title: Re: Importer
Post by: cameni on September 23, 2012, 09:22:09 am
For now as static objects only. What is the error message?
Title: Re: Importer
Post by: saccara18 on September 23, 2012, 09:28:33 am
when i import something vehicle ,the game crashes an i can only send a report
Title: Re: Importer
Post by: cameni on September 23, 2012, 09:35:15 am
Those crashes seem to be a bug in the importer. Can we get the model to debug it?
Title: Re: Importer
Post by: saccara18 on September 23, 2012, 09:44:02 am
how can i send it to you?
Title: Re: Importer
Post by: saccara18 on September 23, 2012, 09:46:46 am
http://www.file-upload.net/download-4816216/panzer-II.rar.html (http://www.file-upload.net/download-4816216/panzer-II.rar.html)

here its a .rar archiv with one folder of images and one dae file
Title: Re: Importer
Post by: cameni on September 23, 2012, 09:52:48 am
Thanks!
Title: Re: Importer
Post by: pico on September 23, 2012, 12:21:26 pm
Can´t close Importer Window with 1360*510 Resolution.
Title: Re: Importer
Post by: cameni on September 23, 2012, 12:24:14 pm
Uff, what resolution is that? There's some minimal resolution below which it's not guaranteed to be usable ...
Title: Re: Importer
Post by: pico on September 23, 2012, 01:02:47 pm
...ok  :) , only for Information.  ::)
Title: Re: Importer
Post by: seppen on September 23, 2012, 05:59:23 pm
The model uses 32-bit index for meshes which is not supported, means that there are more than 64k vertices in the mesh and that would require 32-bit indices instead of normally used 16-bit ones. Normally game engines intentionally don't support it because it's wasteful and the solution is easy - split meshes so each has <64k vertices.

I know!, but importer angrypig make me want more he he!
Title: Re: Importer
Post by: seppen on September 23, 2012, 06:00:36 pm
I can not import tanks and cars because I keep getting an error message. I import all vehicles as static objects is that correct or do I have to import them as vehicles?

I´ll help when sober.
Weekends are harsh.
Title: Re: Importer
Post by: Spartan46 on September 23, 2012, 07:42:24 pm
Ok now when i import my reaper model there is no error but after its says : object : blabla doesn't exist!
Title: Re: Importer
Post by: ZeosPantera on September 29, 2012, 04:29:43 am
A wild empire state building appears.

(http://i.minus.com/ibTAxfiApuN1q.jpg)

And it has a shorter friend. (or ¼ of a friend)
(http://i.minus.com/ikGlhBA1P5bSE.jpg)
Title: Re: Importer
Post by: Concussion on October 02, 2012, 10:34:33 pm
Will you be adding more format support for models like .obj?
Title: Re: Importer
Post by: Concussion on October 02, 2012, 11:33:30 pm
bad news

(http://i.imgur.com/hMLuK.jpg)



GREAT NEWS!!!

(http://i.imgur.com/zZ9sX.jpg)



If your far enough away it doesn't matter!



I did want to put them in space...but i lack the knowledge to do such a thing as the holding v key only moved them like 2 inches on my screen when i dragged the mouse from the bottom to the top of my screen.
Title: Re: Importer
Post by: ZeosPantera on October 03, 2012, 12:17:41 am
I did want to put them in space...but i lack the knowledge to do such a thing as the holding v key only moved them like 2 inches on my screen when i dragged the mouse from the bottom to the top of my screen.

Sounds like quitter talk to me. They are better in the tropics anyway.

I think now all the starships in the galaxy. Star Wars, Star Trek, Farscape, BSG(covered) etc need to be imported to make something like this

(http://s3-ec.buzzfed.com/static/imagebuzz/terminal01/2009/1/14/11/spaceship-size-comparison-chart-10309-1231951465-4.jpg)

real life.
Title: Re: Importer
Post by: PytonPago on October 05, 2012, 05:00:59 am
bad news
I did want to put them in space...but i lack the knowledge to do such a thing as the holding v key only moved them like 2 inches on my screen when i dragged the mouse from the bottom to the top of my screen.

Wow ! ... i just do some small-scales, or underground bases to be stealthy from now on : P ...
Title: Re: Importer
Post by: Midviki on October 05, 2012, 05:45:09 am
bad news


Hmmm.... well.. I posted some screen-shots about the issue in some other post, and Cameni said that they have an algorithm to remove that shadow, but they would prefer to come up with a better one.So.. probably the issue it will be solved.
Title: Re: Importer
Post by: cameni on October 05, 2012, 10:18:40 am
I've moved the documentation for the importer to the wiki at xtrac.outerra.com (http://xtrac.outerra.com) and added a bit more of documentation about the upcoming additions. The wiki is under our issue tracker, and anyone who has access to the tracker can edit it (for others it's read-only). To get access to the issue tracker please follow the instructions in the bug reporting topic (http://www.outerra.com/forum/index.php?topic=1211.0).

Everyone who's got some experience with the importer is encouraged to add to the wiki, especially things that may be unclear, or to describe procedures and workarounds there. The wiki is not limited to the importer, there's a lot of areas that are documented all around the forums but should go there.
Title: Re: Importer
Post by: Steve.Wilson on October 05, 2012, 08:19:16 pm
I did want to put them in space...but i lack the knowledge to do such a thing as the holding v key only moved them like 2 inches on my screen when i dragged the mouse from the bottom to the top of my screen.

Simple.....  JUMP!

;)
Title: Re: Importer
Post by: Midviki on October 07, 2012, 05:06:03 am
Q. How will the collision work?Or any of the future features that will be implemented?

Will we be needed to add extra options on our models? And that means to 'replace' them to do so.The thing that I am talking is that if I worked on some buildings / constructions all made up like Lego's and If I delete that model... all the buildings get deleted because I deleted the object that I have made all of them.So coming back to the collision or other option idea. Re-importing the model with different features just to make good peace with the engine but deleting a hole city just for the 'fun' of it.

I mean.. this could be all possible, but the real question: ... is there some how to be able now to keep the 3D coordinates of the objects and still be able to replace them?by making them with the same names or replacing the object that were used as so and that object to be recognised as the older object even if we replace it with newer features, better textures, extra modifications. Some kind of save, or back-up of the objects and positions on the modified world.And in case if we want to work on multiple computers we could merge saves with work done on different zones, and of course overwriting parts of the saves if it is done on the same coordinates.Anyway all the simple point of all this, is just like a reminder for the people that work a lot on the Level Design and making some changes like adding collision would mean to re-import the object.
Title: Re: Importer
Post by: cameni on October 07, 2012, 06:20:47 am
Objects in the world are referred to by their unique object path, which is username/package/objectname. As long as you keep that name, the object will be created where you have put it, regardless of how many times you have reimported it.
Title: Re: Importer
Post by: Midviki on October 07, 2012, 08:36:30 am
And if I want to move it on another computer?
Title: Re: Importer
Post by: cameni on October 07, 2012, 01:01:48 pm
Just copy the cache and packages folders from your data directory.
Title: Re: Importer
Post by: Bartolomeus on October 07, 2012, 05:03:13 pm
Nice to see the Galactica! Looks great in Outerra!

Marko
Title: Re: Importer
Post by: seppen on October 07, 2012, 08:05:04 pm
Need some sleep from a hard weekend, but collision will impact complex models?
I´m able to minimize drawcalls, since used to it via Cryengine, but Outerra kind of lure me into model every detail.

I´m not in need of lowspec lod´s, minimum is today´s top hardware.
Title: Re: Importer
Post by: cameni on October 08, 2012, 01:15:55 am
Collision is done on a separate simplified collision mesh, not on the full one, that would indeed impact it. Also, LODs are necessary to reduce the workload with distance. With OT you are closer to the theoretical card throughput, but you still have to use the complexity reduction tricks, especially when you want to populate a wider area ultimately.
Title: Re: Importer
Post by: ddenn on October 08, 2012, 05:06:17 am
Thanks for the update! I'll try to make this thing fly first

(http://imageshack.us/a/img23/581/screen1349686708.jpg)

BTW, will Outerra' version of JSBSim work with http://jsbsim.sourceforge.net/aeromatic2.html (http://jsbsim.sourceforge.net/aeromatic2.html) ?
Title: Re: Importer
Post by: angrypig on October 08, 2012, 05:17:11 am
BTW, will Outerra' version of JSBSim work with http://jsbsim.sourceforge.net/aeromatic2.html (http://jsbsim.sourceforge.net/aeromatic2.html) ?

Yes it should work, i am going to update the JSBSim to the latest version and release the patch that we are using for compile so anybody can compile their own version... it should be in the next release...
Title: Re: Importer
Post by: ddenn on October 08, 2012, 07:32:59 am
How are we suppose to spawn imported aircrafts? It doesn't appear in F4 menu, but I can spawn it as static object, though I imported it as aircraft.
Title: Re: Importer
Post by: cameni on October 08, 2012, 07:45:40 am
Temporarily through the static objects window, as long as it's got the FDM and scripts assigned it will be spawned as an aircraft.
It will go into F4 later.
Title: Re: Importer
Post by: ddenn on October 08, 2012, 10:23:01 am
What could that error mean?
Code: [Select]
ERROR: V8 exception: unknown exceptionaircraft(13): SyntaxError: Unexpected token const
I managed to make the plane fly and lands on it's wheels, but animations doesn't work. Here's eng.log and .js file:
Title: Re: Importer
Post by: giucam on October 08, 2012, 10:30:17 am
It means there's an unexpected  'const' on line 13 of the .js file. (V8 is a javascript engine). The actual problem though is the ',' on line 7 that shouldn't be there. I don't know if javascript wants a ';' after each statement. If yes tou need to put a ';' instead of the ',' of line 7.
Title: Re: Importer
Post by: cameni on October 08, 2012, 10:31:33 am
The declaration before line 13 (at line 7) does not end with a semicolon but with a comma, as you've commented out the last variable that had the semicolon after it:
Code: [Select]
var propeller_id,
//elevator_l_id,
//elevator_r_id,
aileron__l_id,
aileron__r_id,          <----------------- error
//rudder_id,
//wheel_l_id,
//wheel_r_id,
//wheel_tail_id;

const PI = 3.14159265358979323846;

Oh, giucam beat me to it.
Title: Re: Importer
Post by: cameni on October 08, 2012, 10:37:09 am
Javascript actually doesn't require semicolons, but since you've put the comma there it expected another variable name, and "const" isn't a valid variable name.
Title: Re: Importer
Post by: ddenn on October 08, 2012, 10:41:17 am
Thanks, the error is gone. But animations don't work still. Do I need to repeat names of the model parts as script bones names when I import the model?
Title: Re: Importer
Post by: cameni on October 08, 2012, 10:44:33 am
Only checking the bones should be enough. Check if your impcfg has the bones you want accessible tagged as [bonename]
Title: Re: Importer
Post by: ddenn on October 08, 2012, 10:52:14 am
Yep, that's what I forgot - I didn't check bones. Thanks, works now.
Title: Re: Importer
Post by: ZeosPantera on October 08, 2012, 12:20:53 pm
Now it is up to you to make a video ddenn. The world needs to see it.
Title: Re: Importer
Post by: ddenn on October 08, 2012, 12:40:58 pm
I've no problem with releasing this model for the whole world, as I did for x-plane. But I'm complete newbie in JSB scripting, so it'll take time. Right now I'm stuck at making wheels spin.

(http://imageshack.us/a/img706/8100/screen1349714047.jpg)

And it will be a challenge to install it to Outerra too.
Title: Re: Importer
Post by: Bartolomeus on October 08, 2012, 01:54:01 pm
Amazing! Looks really great!

Marko
Title: Re: Importer
Post by: ddenn on October 09, 2012, 04:56:03 am
How is Cessna' prop disc works? I tried to use its texture and material, but get only that

(http://imageshack.us/a/img829/8389/screen1349772602.jpg)

Cessna material doesn't use opacity texture (and it seems it works incorrectly anyway), and prop texture doesn't have alpha channel
Title: Re: Importer
Post by: angrypig on October 09, 2012, 05:09:37 am
There are two textures for blurred propeller propeller_80.dds and propeller_80_opacity.dds, the first one is the diffuse component and the second one is the alpha (alpha is in "ati1/bc4" dds format photoshop doesn;t support it use nvidia texture tools)

Here is the material definition from cessna:

Code: [Select]
{
"name" : "propeller_80",
"diffuse" : "1.0,1.0,1.0,0.0", // the fourth parameter is important, it has to to be zero, it
                                                         // is the weight between fresnel and alpha opacity
                                                         // transparency 0 means that only alpha is used for opacity
"Ax" : "0.04",
"Ay" : "0.04",
"m" : "1.0",
"tex_diffuse" : "propeller_80.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "propeller_80_opacity.dds"
},
Title: Re: Importer
Post by: ddenn on October 09, 2012, 05:14:58 am
Thanks, I was looking to the wrong material file for Cessna, it has two matlib files for some reason.

(http://imageshack.us/a/img341/1378/screen1349776192.jpg)
Title: Re: Importer
Post by: ddenn on October 09, 2012, 08:40:30 am
Is there a way to change spawn height? My plane spawns about 2m above ground.
Title: Re: Importer
Post by: angrypig on October 09, 2012, 08:46:08 am
Spawn height depends on the camera position and there is a minimum height limit hard coded to 1.5m. I can replace the 1.5m with the value computed from the object bounding box. Will be this solution enough or you want to set this value explicitly?
Title: Re: Importer
Post by: ddenn on October 09, 2012, 08:52:48 am
I think small distance from bounding box should be enough.

Default Cessna spawns very good, it doesn't affected by 1.5m limit?
Title: Re: Importer
Post by: angrypig on October 09, 2012, 08:54:31 am
1.5m was tuned explicitly for cessna...
Title: Re: Importer
Post by: Chaoz on October 11, 2012, 08:04:16 am
is there a possibility to output values like engine rpm into the debug console, or output them in any way ?
Title: Re: Importer
Post by: angrypig on October 11, 2012, 08:09:56 am
yes, in the next update i already added this function to the API...
Title: Re: Importer
Post by: Chaoz on October 11, 2012, 08:19:10 am
i try to display the rpm on the indicator in the aircraft and it seems to behave quite weird. I have a range of 0-2000 rpm from 0-180 degrees where 0 is on the left. That means that 1 rpm is 0,09 degrees, up until 1000 rpm it behaves correctly but when i go to 100% throttle the needle goes almost up to 2400 rpm. Now I am curious if the rpm is really so high or if there is something wrong with me-..
Title: Re: Importer
Post by: techno_werewolf on October 13, 2012, 07:52:37 pm
the Importer is working O_o,man iv ben gone for a long time.
 
Title: Re: Importer
Post by: mustang60348 on November 03, 2012, 07:44:17 am
Just getting into the Exporter and using JBSIM: Once I am comfortable I will be creating some video tutorials on how to import and incorporate JBSIM with your new model.

Just to show you my past work, this is what the vids will look like.

http://www.bobsyouruncle.net/StrikeFighter3dModeling.htm (http://www.bobsyouruncle.net/StrikeFighter3dModeling.htm)

These are a few of my basic 3dsmax tutorials for creating aircraft
Title: Re: Importer
Post by: Steve.Wilson on November 03, 2012, 03:47:42 pm
Mustang....you da man.  Looking forward to your efforts.  I'm ...a bit lost.  X-Plane makes this stuff too easy!
Title: Re: Importer
Post by: PytonPago on November 07, 2012, 03:09:34 am
Just getting into the Exporter and using JBSIM: Once I am comfortable I will be creating some video tutorials on how to import and incorporate JBSIM with your new model.

Just to show you my past work, this is what the vids will look like.

http://www.bobsyouruncle.net/StrikeFighter3dModeling.htm (http://www.bobsyouruncle.net/StrikeFighter3dModeling.htm)

These are a few of my basic 3dsmax tutorials for creating aircraft

Thanks a lot for that material ! ... looking forward for more.
Title: Re: Importer
Post by: mustang60348 on November 15, 2012, 04:34:49 am
I noticed when you import a model the 'quality' of the mesh is significantly less than in 3dsMax, is this normal, or is there a setting to get full quality, by quality I mean that it seems to square corners etc, in my example my wheels are not very round.
Title: Re: Importer
Post by: cameni on November 15, 2012, 05:26:00 am
You probably haven't exported it at that quality. I guess you have some mesh modifiers attached to a rough base mesh there and didn't specify them to be converted to a mesh on export.
Or something. OT doesn't reduce quality of the model, it takes what it's given.
Title: Re: Importer
Post by: mustang60348 on November 15, 2012, 10:29:48 am
I don't think I have any modifiers but I will definately check that out.
Title: Re: Importer
Post by: mustang60348 on November 16, 2012, 04:52:40 am
I verified that none of my nodes have modifiers on them,

2 questions:

There is a setting in the .objdef file called LOD_CURVE , what does this setting do and could it effect this , since I assume LOD = Level of Detail

Since I am exporting from 3dsmax, should my node be MESH objects or POLY objects or does it matter.
Title: Re: Importer
Post by: cameni on November 16, 2012, 04:59:04 am
Can we see a picture of the problem?

LOD_CURVE is for LOD switching, provided that you actually have multiple levels of detail in the model, otherwise it's ignored. Mesh/poly should not matter.
Title: Re: Importer
Post by: mustang60348 on November 16, 2012, 05:38:26 am
At work right now, Will upload a pic when I get home tonight
Title: Re: Importer
Post by: mustang60348 on November 16, 2012, 06:01:44 am
Just a simple explanation (without pic till I get home).

If I look at the tires on my aircraft they aren't fully rounded , to be describe it would be to say it is like have a circle with 256 segments which looks round while mine have 32 segements which look less round.

In the original model they are very well rounded. This is all over the model as well, for example around the canopy, you can see gaps between the 'glass' and the rail whereas in the original model there isn't any. It is like there are polygons missing (which indicates that a downgrade of quality was done)
Title: Re: Importer
Post by: cameni on November 16, 2012, 06:08:49 am
The gaps are another issue, precision loss because of using 16 bit floats and the reference point of mesh being distant. This can be helped with in the model, but it's going to be handled automatically in the importer.

The wheels - could it be a problem with the normals, so that lighting makes it look less detailed, or simply the geometry is missing?
Title: Re: Importer
Post by: mustang60348 on November 16, 2012, 06:18:55 am
It is really hard to telll 100% but from my perspective right now, it look like geometry is missing.

If you are a 3ds max user and have used a poly reducer script/addon, that is what this reminds me of
Title: Re: Importer
Post by: mustang60348 on November 16, 2012, 10:29:55 am
Here is what the tire looks like in game. I just did the tire because that is where this is most noticeable.

Title: Re: Importer
Post by: cameni on November 16, 2012, 10:34:50 am
That's odd, looks also deformed a lot. Can you send us the DAE for test?
Title: Re: Importer
Post by: mustang60348 on November 16, 2012, 10:39:33 am
Tried to send it, file it too big, limit is 192kb....
Title: Re: Importer
Post by: cameni on November 16, 2012, 10:44:39 am
Please email it to contact at outerra.com
Title: Re: Importer
Post by: mustang60348 on November 18, 2012, 05:34:33 pm
I sent the file...

I also noticed today that my textures on my imports are also low quality compared to the original model. I checked the .dds files in the packages dir in photoshop, they are fine. So it doesn't appear the exporter changes the textures.

I have tried a bunch of other models I have made over the years ALL of them are doing the same thing.

I have also tried a couple of different version of 3ds Max, 2009, 2010 and 2011 ALL doing the same thing.
Title: Re: Importer
Post by: angrypig on November 19, 2012, 02:56:34 pm
I sent the file...

I also noticed today that my textures on my imports are also low quality compared to the original model. I checked the .dds files in the packages dir in photoshop, they are fine. So it doesn't appear the exporter changes the textures.

I have tried a bunch of other models I have made over the years ALL of them are doing the same thing.

I have also tried a couple of different version of 3ds Max, 2009, 2010 and 2011 ALL doing the same thing.


The reason why the tire is deformed is that you have its origin 30 meters above the geometry, the second strange thing is enormous scale applied to the geometry 38x... We are using 16bit float for the object geometry that save us a lot of memory bandwidth, please keep the origin/pivot as much close to the geometry as possible.

Can you make a screenshot with the texture issue?

Here is screenshot from the blender that shows where the origin is located
(http://i.minus.com/j0gsu3VixJcI3.png) (http://minus.com/l0gsu3VixJcI3)
Title: Re: Importer
Post by: mustang60348 on November 19, 2012, 05:42:33 pm
Will check this out soonest.
Title: Re: Importer
Post by: mustang60348 on November 19, 2012, 06:15:23 pm
Reset the origin of all geometry, no change ,
Title: Re: Importer
Post by: angrypig on November 20, 2012, 02:43:19 am
Use Reset Xform too because of that 38x scale you have there...
Title: Re: Importer
Post by: mustang60348 on November 20, 2012, 05:02:05 am
Success!!!!!!!!!!!!!!!!

It is working now. A combo of Reset Xform and moving the working pivot to 0,0,0
Title: Re: Importer
Post by: mustang60348 on November 23, 2012, 08:34:12 am
Are multiple engines supported in Outerra yet, if not, any ETA on that support
Title: Re: Importer
Post by: angrypig on November 23, 2012, 12:38:56 pm
Are multiple engines supported in Outerra yet, if not, any ETA on that support

The only issue there is that we start first engine only but you can overcome this issue in the script. We are working on a few updates to the JSBSim stuff which will fix this issue...
Title: Re: Importer
Post by: mustang60348 on November 23, 2012, 02:25:07 pm
Thanks for the update
Title: Re: Importer
Post by: seppen on November 23, 2012, 05:28:18 pm
I´ve been away on some wild ride in vacation, and needed vacation to recover from it lol, but is collision ahead anytime soon?

I know all the buzz is about Roberts space thing, I love it!, but it´s limited by Cryengine, so Outerra is the future if can get funding.

It´s not easy to test local architecture, infrastructure if no collision, and I´m a flightnut by the way! so it´s not about my needs.

The wet dream of all that is not transissions from space outside into space inside etc need to be done..

I´m still in need of the freedom Outerra provide, so detailred stuff on the ground is important 2.

I will feel better on Monday lol, noticed Cameni´s hard day remark!, call it hard weeks.
Title: Re: Importer
Post by: mustang60348 on November 25, 2012, 08:10:17 am
Are multiple engines supported in Outerra yet, if not, any ETA on that support

The only issue there is that we start first engine only but you can overcome this issue in the script. We are working on a few updates to the JSBSim stuff which will fix this issue...

Could you post a code snipit for getting the engine started via code, I have looked in the docs for jsbsim, can't find it
Title: Re: Importer
Post by: mustang60348 on November 25, 2012, 11:11:38 am
Quick progress on my model (OV10 Bronco)

Got her in the engine, got a rudimentary FM done.

Got propellers animating with engine speed
Got all control surfaces animating
Got the control stick, throttle, rudder pedals and flap level animating

SO far it is going quite nicely

Title: Re: Importer
Post by: ddenn on November 26, 2012, 06:25:00 am
LOD_CURVE is for LOD switching, provided that you actually have multiple levels of detail in the model, otherwise it's ignored.

I've tried to use LODs and get strange result, the first 2 LODs are useless because they changes when I'm very near the model (and "lod_curve" doesn't seem to do anything), and the others two LODs change the texture from one material to the other.
Title: Re: Importer
Post by: angrypig on November 26, 2012, 09:34:46 am
LOD_CURVE is for LOD switching, provided that you actually have multiple levels of detail in the model, otherwise it's ignored.

I've tried to use LODs and get strange result, the first 2 LODs are useless because they changes when I'm very near the model (and "lod_curve" doesn't seem to do anything), and the others two LODs change the texture from one material to the other.

lod_curve doesn't work, i made a lot of changes there and forgot to restore LOD functionality, currently it's using default value for all objects. :(

Title: Re: Importer
Post by: monks on December 03, 2012, 05:55:33 pm
Hey guys, quick question on the 3D importer. How does the importer handle terrain changes? When ME-DEM releases a terrain, and that terrain changes in a subsequent release (likely in certain places), will any models adapt to it easily?

monks
Title: Re: Importer
Post by: cameni on December 04, 2012, 01:36:46 am
That's a good question :)
Right now the static objects you place are positioned absolutely. That's how the Lukla scenery passed away - we imported new dataset that was slightly higher at places, and Lukla sank into ground like a prehistoric city. Although, we could have adjusted the offset easily, the problem was a bit different there - the old dataset was also shifted by half the sampling distance due to a bug, and since in Lukla everything depends on the topology, it suddenly wasn't easy to repair.

We need relative positioning there, but it must not be hooked onto the fractal detail as that may change when we make changes to the algo.
Title: Re: Importer
Post by: monks on December 04, 2012, 06:21:09 am
Sunken citys...? Might be a quick and easy way to build Moria- build on surface and then change terrain :-D
 Just looking ahead..so given that you're aware of the bug, the offset should apply easily. But, in ME-DEM's case, it won't be a straight offset for all terrain points. I've not used the importer yet so I've no idea of the mechanics of it- the GUI, etc.
 It would be convenient if the importer could store x,y but allow for a drop to terrain for z value. That would help...I guess there's no foolproof way to procedurally adapt the models....unless your relative positioning idea solves that.
 As soon as we put this version 1.5 out, I'll probably move straight onto making the improvements so as to minimise problems. Either way though I don't even know if anyone will be interested in using the terrain or building on it yet! I could easily get a reputation of "destroyer of cities" ha!
Title: Re: Importer
Post by: mustang60348 on December 05, 2012, 07:16:04 am
Does the visual model effect how the aircrat interacts with the OUTERRA environment. IOW, is there a collision model built from the visual model by the importer.

I am trying to get a handle on how the FDM and Visual Model interact. The docs are IMHO very confusing for JSBSIM.

For example

For AERORP, lets say you have values of 190,0,60 < what are these number in reference to. My way of thinking says they have to be in reference to something, iow, 190 inches away from WHAT.

Then when you input CG of say 160,0,48 , is the 160 away from the AERORP OR from the original reference point that AERORP uses.
Title: Re: Importer
Post by: ddenn on December 05, 2012, 07:24:27 am
I have the same problem with coordinates, I used wheel reactions to find FDM contact point positions when I started work on Sh2, but after the updated I could not do same for some reason. So I'm waiting for visual marks (http://www.outerra.com/forum/index.php?topic=1185.msg15401#msg15401) for contact points now.
Title: Re: Importer
Post by: mustang60348 on December 06, 2012, 09:42:02 am
Here is what I have "DISCOVERED" so far.

AERORP is simply the Base Coord Reference point. In my head I call this the 0,0,0 point. IOW, Everything else is referenced from this. I am developing an OV 10 Bronco and have put the AERORP in the physical center of the A/C. Since I model my aircraft with Y axis running thru the wings, the x axis running thru the center and the Z Axis at the bottom of the wheels. This makes this point most convienent. So my AERORP is 0,0,103 , So AERORP (in reference to my 3d model) is centered forward to back on the wings, centered left side to right side and 103 inches UP from the wheels.

Now when I define the other points I simply enter offsets from this points for things like the landing gear, CG etc.

For example my CofG is 36 inches forward of the wings in the X axis and is -36,0,0 as entered in the XML file. Remember too that the CofG is entered for an empty A/C, so as you add fuel, and as fuel gets used, the CofG actually changes, just like it does in a real aircraft.

As I enter fuel tanks, landing gear etc. I just use the AERORP dummy object I created in the 3d model and measure from it to get my values. So far this seems to have worked for me.

Hopefully this will help someone else.
Title: Re: Importer
Post by: ddenn on December 06, 2012, 10:10:57 am
If that's so it is probably wrong. If I understand correctly,  AERORP (Aero Reference Point) should not be base coordinate point (for that we have VRP, visual reference point). AERORP is crucial part of flight model and should have ability to be changed without affecting 3d model/FDM contact points position
Title: Re: Importer
Post by: mustang60348 on December 06, 2012, 11:32:39 am
If that's so it is probably wrong. If I understand correctly,  AERORP (Aero Reference Point) should not be base coordinate point (for that we have VRP, visual reference point). AERORP is crucial part of flight model and should have ability to be changed without affecting 3d model/FDM contact points position
Remember though, the 3d model contact positions and FDM contact positions have technically nothing to do with each other , when you define a BOGEY in the XML file, this can be ANYWHERE, we put in where the 3d model says there is a contact point but we could put it anywhere and have wheel in the ground OR above the ground etc.
Title: Re: Importer
Post by: angrypig on December 06, 2012, 11:33:30 am
AERORP means Aerodynamic Reference Point, it is defined relative to the structural coordinate frame. The origin of the structural frame is the VRP.

http://www.outerra.com/forum/index.php?topic=1185.msg15349#msg15349 (http://www.outerra.com/forum/index.php?topic=1185.msg15349#msg15349)
http://jsbsim.sourceforge.net/JSBSimCoordinates.pdf (http://jsbsim.sourceforge.net/JSBSimCoordinates.pdf)
http://wiki.flightgear.org/JSBSim_Aerodynamics (http://wiki.flightgear.org/JSBSim_Aerodynamics)
Title: Re: Importer
Post by: mustang60348 on December 06, 2012, 11:34:54 am
I just rechecked my XML file and the reason It works for me is I have my AERORP and VRP in the same location. so you are probably right. I think though that CG works of AERO and Contact points work of VRP but again I could be wrong. Going to do more testing tonight
Title: Re: Importer
Post by: mustang60348 on December 06, 2012, 11:36:26 am
I wonder if there is an advantage to putting VRP and AERORP in different locations OR is it best to put them in the same location.
Title: Re: Importer
Post by: mustang60348 on December 06, 2012, 11:39:31 am
Just read that COORD System doc, EXTREMELLY Helpfull. Now I understand much better and for sure the reason mine works is because I set them to the same location. Good Luck on my part I guess
Title: Re: Importer
Post by: seppen on December 15, 2012, 09:55:03 pm
I might add some reqests of import?
Unity has FBX, drag/drop, and I not need it, but if wanna be pop with newbies I recon it´s needed?
Automatic collision generation 2?
Title: Re: Importer
Post by: cameni on December 16, 2012, 02:03:01 am
I don't know if we want to be popular with newbies, OT will be harder to use, more specialized, and we aren't centered around primarily licensing the engine. Especially in this stage we're fine it can import something in some way :)

Collisions .. we'll see about it when I get to it.
Title: Re: Importer
Post by: maxdmg on December 29, 2012, 04:23:24 pm
If you have imported an asset and then decided to move it to a diff location.
And you have used the level tool is there a way to revert the auto level?

Also is there a way to reset your entire world if you make a major terrain FUBAR?

Great work BTW!!!
Title: Re: Importer
Post by: cameni on December 29, 2012, 04:34:20 pm
The level is just a piece of road that doesn't modify terrain materials, you can delete it through road editor. Shift+click also selects the road, and you can delete both.

Erasing the cache folder will erase all your roads and placed objects. You may want to back it up regularly when working on something larger and expecting fubars ...
Title: Re: Importer
Post by: Midviki on January 13, 2013, 02:00:10 pm
How do you import your object on a specific pathway? I saw in one of Cameni's screen shots.

 I tried with the "\". But it seems buggy and if try to put my object in :  C:\Users\MyName\Outerra\packages\Myname\Folder1\Folder2\Object . It doesn't do that... it creates another folder with the name of the object then how many folders it had before, then the folder with the object and the objects.
And it looks like this : C:\Users\MyName\Outerra\packages\Myname\Folder1\Folder2\Object\Folder1\Folder2\Object .

But the thing with this even if it puts the object there..  it doesn't read it in such way that you could import it.

What methods do you use to make well arranged and deep folder pathways?
Title: Re: Importer
Post by: maxdmg on January 13, 2013, 02:30:25 pm
x:\OuterraOBJs\*.obj & *.dds

That is how most the assets are pulled from.

We were like F:\OuterraDEV\Anteworld\packages\VOK

But it made no diffidence where we stored the obj's or textures.
But open to any chain of thoughts.
Title: Re: Importer
Post by: cameni on January 13, 2013, 02:57:09 pm
Right now it always imports into your data directory, packages/your-ot-nickname/package-name
Under your nickname it's a flat structure, a list of packages containing the pkg model and textures directly. It's possible to create subfolders there, but that's for model skins and other modifications of the package.
Title: Re: Importer
Post by: Midviki on January 13, 2013, 03:05:30 pm
Yeah... but how did you manage to add an object with 2 subfolders???

I see in that screenshot of yours, in the builder the link looks like this : "cameni/bmwM3/black/bmwM3"

I can make the same thing by putting "/" key on the package name... and it make the folders in the same way... but how do you make them appear in the builder?
Title: Re: Importer
Post by: cameni on January 13, 2013, 04:10:17 pm
That was done manually, because that "black" subfolder is a black skin of the BMW model. So I just needed to create the subfolder and put files that define what's been changed there in relation to the base model. In this case it was just the new matlib file (and the new objdef file itself), but you can also change other files there, textures, scripts, all except the geometry pkg file. What's not found in the skin folder is taken from the base.
Title: Re: Importer
Post by: Midviki on January 13, 2013, 05:44:43 pm
d*mn... my obsessive compulsive mojo is so sad right now... :(

So... anytime soon some way to make subfolders?(at least something temporary).Objects start piling up, and there is no sense of order.Or to see the place where we "save".The directory where we place the imported object?
Title: Re: Importer
Post by: monks on January 18, 2013, 06:19:44 pm
What is the poly limit currently of the importer peeps? Has anybody "stress tested" it yet?

monks
Title: Re: Importer
Post by: Midviki on January 18, 2013, 08:28:48 pm
Check the first pages... but I think Zeos imported like a 80k polygon tank... actually I think he imported like 10 of them and facing the camera to them.And still his comp didn't crash.I'm not sure about the same thing with objects that will have animations that the comp won't crash at that many polys.But for static objects, I think you need to wait a bit of time when you import the object, but it will probably be ok.
Title: Re: Importer
Post by: monks on January 18, 2013, 08:46:01 pm
ok, so that's about 1 million polys. Is that 2 million triangles? I'm asking for someone who has a building model
at 12 million triangles. He wanted a google-earth type viewer for his model and I immediately thought of Outerra.
So it depends to some extent on his computer?

monks
Title: Re: Importer
Post by: ZeosPantera on January 18, 2013, 11:33:50 pm
That tank had a LOT of detail I found it on Sketchup Gallery.

(http://i3.minus.com/ibtHTljW3K88II.jpg)
Title: Re: Importer
Post by: Steve.Wilson on January 19, 2013, 12:37:15 pm
I think it's not the importer that needs a stress test, but Outerra.....how many polys can it show in a scene, moving or static, and still maintain a minimum of 30-35 frames per second?
Title: Re: Importer
Post by: Jagerbomber on January 19, 2013, 01:55:16 pm
Ok... What am I missing here... Got a sketchup model to work (though not the textures yet)... and it still loads when I run Outerra... yet I see no folders for it in my packages folder...
Title: Re: Importer
Post by: cameni on January 19, 2013, 06:19:30 pm
You should look in the data directory, not in the program directory.
Title: Re: Importer
Post by: Jagerbomber on January 19, 2013, 06:54:26 pm
I told the installer to install the data in the program directory...

Edit... Found it.... Why is it buried under AppData?

C:\Users\*account*\AppData\Local\VirtualStore\Program Files (x86)\Outerra\Anteworld\packages\Jagerbomber

Windows 8
Title: Re: Importer
Post by: cameni on January 20, 2013, 01:54:53 am
Probably because of Windows 8. Even in W7 it was problematic to install in the program dir, if that program directory was in Program Files. UAC is making problems, I'll have to disable that option if one installs there. I guess in W8 they did it this way to solve compatibility issues.
Title: Re: Importer
Post by: Jagerbomber on January 20, 2013, 10:01:46 am
But, except for that folder, it seems to have installed in both places at the same time.  Which should I use for my data and modifications?  The AppData one?
Title: Re: Importer
Post by: cameni on January 20, 2013, 11:46:13 am
I would suggest choosing a different folder for the data ... to avoid unnecessary problems.
Title: Re: Importer
Post by: Jagerbomber on January 20, 2013, 03:05:52 pm
I prefer to have everything for one program in one place if possible... That's generally less confusing to me... (When things work that is).
But also because I never put anything in my account folder or documents folders.  I'm not sure I want to start because sometime I might forget to backup stuff from those folders, but I guess I will start...  :-\

So I did the uninstall, then deleted everything that was left behind in Program Files and under AppData (I'm not sure the uninstaller removed anything under AppData at all), installed again with everything default (not clicking the button to have it install terrain data in the program directory), did 1 import to test, and it (correctly?) put things in the Outerra folder in my account folder.  Nothing was installed under AppData.

Since it made the Jagerbomber folder under packages in the terrain data directory and not in the program directory, I use the terrain data directory for custom files and shouldn't touch the program directory at all?
Title: Re: Importer
Post by: cameni on January 20, 2013, 04:04:06 pm
Yes, program files can be generally only touched by the installer program. UAC prevents normal programs from changing its contents as it considers it to be a suspicious activity. So anything that we need to modify/create at run time goes into data path.
Title: Re: Importer
Post by: ZeosPantera on January 20, 2013, 04:04:27 pm
So just make a root folder for both.. C:\Outerra and then a DATA and PROGRAM forlder in that you install the program and the data.
Title: Re: Importer
Post by: Peca on January 21, 2013, 01:53:52 pm
Creating a root folder is bad and it should be used only as a last resort option. I hate, when I have to work with computer where is milion things in root folder.
Title: Re: Importer
Post by: ZeosPantera on January 21, 2013, 05:19:57 pm
Well he can put the OUTERRA folder anywhere he likes. I am just saying put the program and data installs in separate folders, in one folder, not both in the same folder.. if that makes sense.
Title: Re: Importer
Post by: mustang60348 on January 31, 2013, 06:49:11 am
Any news on adding easier ways to import models, i.e. selecting multiple bones easier etc.
Title: Re: Importer
Post by: ddenn on February 04, 2013, 01:27:59 am
Again about lods, in the wiki importer article (http://xtrac.outerraworld.com/trac.fcgi/wiki/Importer) there's instruction how to use them - 
Quote
Every separate object in COLLADA file has to have corresponding root node with object name. In the second hierarchy level you can define LOD levels, these levels are optional but you should use them because they help a lot with performance. Currently we support 4 LODs, these LOD parents names have to start with LOD0.., LOD1..., LOD2..., LOD3..., COLLISION... the last will be used as a collision mesh.

but it the LOD0 seems not used in current version. I made a lod test object (https://drive.google.com/uc?export=download&confirm=&id=0B9vyBxVqCStkQ0djSm1OTTh4UGs), and LOD0 is always visible with the base object

(http://imageshack.us/a/img442/6589/screen1359958765.th.jpg) (http://imageshack.us/a/img442/6589/screen1359958765.jpg)

EDIT: I received an explanation of the LoD system from Angrypig, the system works as it should, LOD0 is a base object.
Title: Re: Importer
Post by: krz9000 on February 04, 2013, 01:55:05 pm
ah well that info is kind of usefull :)
Title: Re: Importer
Post by: hhrhhr on February 04, 2013, 08:30:11 pm
I have a question about the LOD. after importing all levels set to the same material, the way it should be?

test object in SketchUp (cube.dae (http://pastebin.com/n35W5M1R), 90Kb):
(http://s2.hostingkartinok.com/uploads/thumbs/2013/02/a03201719798670d011408b98ab43cb6.png) (http://s2.hostingkartinok.com/uploads/images/2013/02/a03201719798670d011408b98ab43cb6.jpg)

the result:
bandicam 2013 02 05 05 15 09 532 (http://www.youtube.com/watch?v=EwbMZle_mw4#ws)
Title: Re: Importer
Post by: ZeosPantera on February 04, 2013, 11:55:40 pm
I think that first jump happened a little soon. Is that settable in the model or is that an engine thing?
Title: Re: Importer
Post by: hhrhhr on February 05, 2013, 12:54:45 am
Is that settable in the model or is that an engine thing?
I could not find how to manually specify the required distances to switch LOD. but it is quite a small object (1 x 1 х 1 m), large object distance is much greater.
Title: Re: Importer
Post by: ddenn on February 05, 2013, 01:05:46 am
You can specify LoD distances editing object's .objdef file:
Quote
"lod_curve" : 850,
   "lod_curve1" : 300,
Title: Re: Importer
Post by: Midviki on February 16, 2013, 04:39:10 pm
Why would different geometry of the object made to be as "tire" for a vehicle has a different animation depending on the geometry type?
Title: Re: Importer
Post by: cameni on February 17, 2013, 02:07:43 am
What do you mean, a different animation? Btw there's also an optional "rotation" parameter in the wheel structure (http://xtrac.outerraworld.com/trac.fcgi/wiki/wheel), that allows you to invert the direction of rotation of tire.
Title: Re: Importer
Post by: Midviki on February 17, 2013, 08:03:27 am
I'l make a video later with some simple examples... using the same code.. depending on the geometry type of the tire, if its a cylinder it will flip, it is a pipe it will spin around the vehicle, and depending on other things like distance between the vehicle and the tire.. it can behave also different, like going to the ground or other stuff.
Title: Re: Importer
Post by: Luishi5k0 on February 20, 2013, 10:27:11 pm
I've been trying and trying to figure it out but I can't, how do I set the position of the first person camera?
Title: Re: Importer
Post by: Midviki on February 20, 2013, 10:30:26 pm
how do I set the position of the first person camera?

There is a video on youtube where Cameni shows you how to do that.Do search of "Outerra Importer and Scripting (alpha)" on youtube, it is a 15 min video, check it out.
Title: Re: Importer
Post by: Luishi5k0 on February 21, 2013, 01:14:08 am
^Thank you!

I got my buggy model to work a bunch of times, but now that I have UV-mapped it (poorly) and exported it with the texture, it crashes Outerra when it is importing, right after I select the bones. Does anyone know why it would suddenly crash after I UV mapped everything?

Here is the exported file and texture:
https://docs.google.com/file/d/0B7HvAaesoA1CYVNYME9xdGJVRm8/edit?usp=sharing

You will probably have to change the texture path, because it will not be the same as on my computer. I don't know the correct syntax for setting up a relative path. I think it's just /folderwithmodel but I'm not sure.
Title: Re: Importer
Post by: angrypig on February 21, 2013, 04:26:54 am
It is a bug in importer, something wrong with material names. Thanks for the report i will try to fix it to the next update.

Try to use material names without spaces for now...
Title: Re: Importer
Post by: PytonPago on March 03, 2013, 05:52:01 am
                 Been playing whyte the importer a little for my BM-21 project, now i came upon a little problem. I see, the tatra model uses torsion of its wheels just on a short rod (just like the one best visible on last pic. for front-wheels).

(http://m4.aimg.sk/forig/f_438593675_7ccbd9227543e01a18009d4319faa51d.jpg)

I would like to do it little realistic on the model, so the torsion bars manipulate whyte a single rod hawing both wheels. :

(http://m2.aimg.sk/forig/f_438591345_a3ed2ef7f57aa36a97461034b9ceac0a.jpg)
(http://m1.aimg.sk/forig/f_438591348_d05943213451700a15e3156ebb7aa271.jpg)
(http://m4.aimg.sk/forig/f_438591339_57461c02467a429f8dde2a81cd01088a.jpg)
(http://m1.aimg.sk/forig/f_438591336_2b9124ee2436b134a1c8bc5e24a644f4.jpg)

.. so, did someone try to do some similar torsion on your models, or any hint on how the model should be based/boned to work that way ?
Title: Re: Importer
Post by: Midviki on March 08, 2013, 11:17:23 pm
I have a question about the imported object with a group of objects.
How will it work with collision, what will be the difference of work required on an object that is made only from 1 hole object and one that is made from like 10 objects?

And if you can give some details about, how it will work on multiple objects, the shape of the object.. and maybe some advice, some recommendation if you have.And if you know the performance requirement difference how it will affect?What effect will the collision have on multiple objects as difference from just one single object will have, is it just HDD or RAM space required? ( cause that will be good ) .. or it will have something to do with the CPU and GPU performances, all of this in comparison with one 'objects' object?
Title: Re: Importer
Post by: cameni on March 09, 2013, 01:24:46 am
Been playing whyte the importer a little for my BM-21 project, now i came upon a little problem. I see, the tatra model uses torsion of its wheels just on a short rod (just like the one best visible on last pic. for front-wheels).
.. so, did someone try to do some similar torsion on your models, or any hint on how the model should be based/boned to work that way ?
Rigid axle is not yet supported, you can only use independent suspension at the moment, but you can use a custom animation with it. But it would require some math.
Title: Re: Importer
Post by: cameni on March 09, 2013, 01:29:38 am
I have a question about the imported object with a group of objects.
How will it work with collision, what will be the difference of work required on an object that is made only from 1 hole object and one that is made from like 10 objects?
From 10 objects, like what?
Title: Re: Importer
Post by: Midviki on March 09, 2013, 02:35:43 am
From 10 objects, like what?

Look... I need to apply some complicated textures and some complicated models. And the models I want to make ( static obj ) have like each 20-30k poly's ( and It won't let me to get past 65k with 1 object )... so I need to make groups of models to make the hole object.And I was thinking... well if I make groups how will the collision work?And I want to apply collision fully on them, on all of them.I'm just asking... how it will work and if it might be a burden and loads of work.Cause I want to release fast content and I don't want to stay years doing stuff.(And for the 10 object.. as an example, now I'm working on a tunnel and I need to make the sidewalk that's 1 model, the 2 way lane on its middle  that makes 2 objects, on the side I will have like a 1 meter thing on it will be made a 'spring' or some kind of water going down the "man made" sewer channels, that's 3.. and another will be the object that will go for each wall in the ceiling those are another 3-4 walls for each side.. so double it all cause I want to mirror the effect to look symmetrical, I will have in total 13 or 15 objects from how I calculated from my sketches, and each one of them will have a lot of polygons + each will have its own texture. )
Title: Re: Importer
Post by: Midviki on March 09, 2013, 02:37:49 am
Yeah.. and each texture is like 4096x4096 or bigger.So for a model I will have around 1GB... anyway I need to know at least 10-20% of what you may not even know?
Title: Re: Importer
Post by: cameni on March 09, 2013, 04:01:40 am
Well how it's normally done, you make a separate simplified collision mesh, just as you are supposed to create separate levels of detail for the models.
Title: Re: Importer
Post by: hhrhhr on March 09, 2013, 04:20:51 am
importer do not support SketchUp's "components (https://support.google.com/sketchup/bin/answer.py?hl=en&answer=114523&topic=2458784&ctx=topic)", imports only the first mesh, the other is not visible. is it possible to fix this situation?
Title: Re: Importer
Post by: angrypig on March 09, 2013, 04:40:04 am
can you send us the COLLADA file?
Title: Re: Importer
Post by: Midviki on March 09, 2013, 04:43:10 am
Well how it's normally done, you make a separate simplified collision mesh, just as you are supposed to create separate levels of detail for the models.

Cameni* ... So basically the collision is not related at all with each component apart, from what you tell, or do I understand wrong? Like for example I can set the collision coordinates like for 1 single model for all the objects.. right?I suppose I don't need to code each object individually for the collision.. right?That's what I'm trying to say.

importer do not support SketchUp's "components (https://support.google.com/sketchup/bin/answer.py?hl=en&answer=114523&topic=2458784&ctx=topic)", imports only the first mesh, the other is not visible. is it possible to fix this situation?

hhrhhr* ... I was talking about my sketch-up of my drawings on paper not the program "SketchUp":D , I model with 3DS max 2012 and you can group multiple meshes like with the vehicles and import it as it is.I even tested some simple models just to test if I can import multiple objects like on vehicles.
Title: Re: Importer
Post by: hhrhhr on March 09, 2013, 04:55:01 am
can you send us the COLLADA file?
model in sketchup and after import:
(http://s5.hostingkartinok.com/uploads/thumbs/2013/03/7c5544cf208f378b4073d811f08b4cc3.png) (http://s5.hostingkartinok.com/uploads/images/2013/03/7c5544cf208f378b4073d811f08b4cc3.jpg) ... (http://s5.hostingkartinok.com/uploads/thumbs/2013/03/332098b094811115965b34a943eb07a2.png) (http://s5.hostingkartinok.com/uploads/images/2013/03/332098b094811115965b34a943eb07a2.jpg)


model in attachment.
p.s.
.DAE added
Title: Re: Importer
Post by: PytonPago on March 10, 2013, 03:35:37 am
Rigid axle is not yet supported, you can only use independent suspension at the moment, but you can use a custom animation with it. But it would require some math.

Thanks Cameni, i see what i can do in that way ...
Title: Re: Importer
Post by: seppen on March 10, 2013, 03:58:49 am
can you send us the COLLADA file?
model in sketchup and after import:
(http://s5.hostingkartinok.com/uploads/thumbs/2013/03/7c5544cf208f378b4073d811f08b4cc3.png) (http://s5.hostingkartinok.com/uploads/images/2013/03/7c5544cf208f378b4073d811f08b4cc3.jpg) ... (http://s5.hostingkartinok.com/uploads/thumbs/2013/03/332098b094811115965b34a943eb07a2.png) (http://s5.hostingkartinok.com/uploads/images/2013/03/332098b094811115965b34a943eb07a2.jpg)


model in attachment.

I exploded it, then made new components with simple names 123456.
Imported perfectly.
Title: Re: Importer
Post by: hhrhhr on March 10, 2013, 04:05:44 am
I exploded it, then made new components with simple names 123456.
Imported perfectly.
do you made 4 different components?
if so, then this is not an option. components are needed to editing one element automatically changes all the others. if there are many different components, you have to edit each one separately.
Title: Re: Importer
Post by: seppen on March 10, 2013, 08:24:25 am
If you untick "preserve component hierarchies" in export options it should work ok.
Title: Re: Importer
Post by: hhrhhr on March 10, 2013, 10:26:53 am
then i can't use animation. for example, this is front suspension for buggy, it contains 7 mesh and 4 bones:
(http://s5.hostingkartinok.com/uploads/thumbs/2013/03/88d62b9ab6c5b8ca2c50de5ff25a1aae.png) (http://s5.hostingkartinok.com/uploads/images/2013/03/88d62b9ab6c5b8ca2c50de5ff25a1aae.jpg)  (http://s5.hostingkartinok.com/uploads/thumbs/2013/03/22ef85a35df418cf7540818a8af661a2.png) (http://s5.hostingkartinok.com/uploads/images/2013/03/22ef85a35df418cf7540818a8af661a2.jpg)

sample script:
Code: [Select]
    // animate suspension
    var whl = this.wheel(0)
    var sin = whl.saxle;
    //var cos = whl.caxle;
    var rot = whl.rotation;
    var ang = Math.asin(sin);
    body.rotate_joint_orig(ha_fl, rot, {x: 1, y: 0, z: 0});  // half-axle
    body.rotate_joint_orig(ag_fl, ang, {x: 0, y: -1, z: 0}); // A-arm
    body.rotate_joint_orig(tl_fl, ang, {x: 0, y: -1, z: 0}); // top link
    body.rotate_joint_orig(hb_fl, ang, {x: 0, y: 1, z: 0}); // hub
   
    body.rotate_joint_orig(wg_fl, ang, {x: 0, y: 1, z: 0}); // anti-roll wheel group
    body.rotate_joint_orig(bg_fl, steer_fl, {x: 0, y: 0, z: 1}); // steer block
    body.rotate_joint_orig(sl_fl, steer_fl, {x: 0, y: 0, z: -1}); // steer link
    body.rotate_joint_orig(at_fl, ang*AT, {x: 0, y: -1, z: 0}); // top amort
    body.rotate_joint_orig(ab_fl, ang*AB, {x: 0, y: 1, z: 0}); // bottom amort

    body.rotate_joint_orig(tr_fl, rot, {x: 1, y: 0, z: 0}); // trans

if all this meshes will be at one "level", then i can't animate this simple A-arm suspension:

bandicam 2013-03-10 18-23-48-635 (http://www.youtube.com/watch?v=VJjVr7r_QW4#)
Title: Re: Importer
Post by: ZeosPantera on March 10, 2013, 12:02:33 pm
Keep doing what you are doing hhrhhr.. Looks magnificent.
Title: Re: Importer
Post by: deathevor on March 10, 2013, 12:14:01 pm
Ooohhh. That's... Just, damn... It's....
(Don't have any words)
Title: Re: Importer
Post by: PytonPago on March 14, 2013, 05:12:16 am
Godda take some of your ideas for my modells ! Werry interesting indeed.  :D
Title: Re: Importer
Post by: ZeosPantera on March 14, 2013, 12:42:11 pm
My hope is all cars model their full suspension components like this. Even if hidden.
Title: Re: Importer
Post by: PytonPago on March 24, 2013, 05:05:53 pm
My hope is all cars model their full suspension components like this. Even if hidden.

Isnt that the min. prop. for the future of Outerra ?  ;D

  ... Cameni, i just came to a interesting phase of my Ural-4320 - actually i do a pre-model of the basic truck before playing whyte the BM-21 Rocket Launcher. As the variations of those trucks by the same wheel-basis is great, i just thought to ask: is there a plan to make variable models for the further future in OT ? - like hawing a set of car-parts as different objects, that would be possible to combine in the spawn menu (or in a special one). My actual thought is about a variation of bumpers, truck-cages, wheels, maybe even more complex functional parts (like switching between the transport-cage and BM-21 system on the back of the machine, or adding/taking away the gearbox-connected towing device) ... The model would so have some spec. places defined (could be picked at the import menu aside of wheels maybe in a separate window) for several types of those part and parts would be just different models whyte a pre-defined name type for each of those places in the primary model defined ... would make some building/modulable vehicles easier to make and  to update whyte new parts while model space-saving. Aviation-fanclub could use it to change and add new ordnances to models too ...
Title: Re: Importer
Post by: PytonPago on March 24, 2013, 05:30:12 pm
... no need to hurry whyte it of course : ) ...
Title: Re: Importer
Post by: cameni on March 28, 2013, 02:50:25 am
Normally it's done by creating a model that contains all the parts, and enabling/disabling these dynamically. It's also much simpler than actually trying to connect object dynamically and functionally, although that will be needed too, for trailers and such stuff.
Title: Re: Importer
Post by: Midviki on March 31, 2013, 01:37:29 pm
Does anyone know what is the value maximum possible accepted of .DDS texture on the imported objects?

(http://i.minus.com/jbrZ2QLwS4xoZD.jpg) (http://minus.com/lbrZ2QLwS4xoZD)

- Has anyone tested it?

- What circumstances you can use it in a higher improved state?

- And if it is not yet possible, how soon it will be possible to have a higher quality of the texture?

Cause I have 8000x8000 textures.. that looks on the model just exactly like it would be the 2000x2000 resolution.No improvement whatsoever.Or even if I used the 2000x2000 one it looked worse than it should.I am thinking of trying to map it with  16000x16000 resolution, but I'm not sure if it is worth it, taking in account that it took me like 20-25 minutes to render the 8k x 8k texture, and this one would take 4x times longer... Or maybe if I make a bit of research how to render it with the GPU and not the CPU it will go faster, but dunno, till then... the .DDS improvement would sound like a more satiable idea, memory wise speaking.

The first option.. the :  "DXT1              RBG       4  bpp   |   no alpha"  ... lowers the quality from the original state of the texture.
Title: Re: Importer
Post by: Juggernautz on April 14, 2013, 12:15:47 pm
Under image settings, make sure compression quality is set to Production or Highest. That's the only thing I can think of that might be causing lower quality textures. :(
Title: Re: Importer
Post by: mLichy on April 17, 2013, 12:32:22 pm
Quote
Currently we support 4 LODs, these LOD parents names have to start with LOD0.., LOD1..., LOD2..., LOD3..., COLLISION... the last will be used as a collision mesh.

For Collision, we put the geo under a Collision Node/Parent.  But, how are the wheel collisions checked?  Is that still using the render geo? 

Right now I have not setup a custom collision, and I "think" the chassis is not colliding with anything, but need to test again. 

Thanks!
Title: Re: Importer
Post by: cameni on April 17, 2013, 02:14:16 pm
Right now the bounding box is used for the collision, and it doesn't collide with the terrain yet, only with other objects.

Wheels use a separate collision checking, ray vs. terrain.
Title: Re: Importer
Post by: mLichy on April 17, 2013, 02:38:29 pm
Ah ok. Cool. Makes sense. Thanks!

Oh, on a side note, where do I find the tetra material file?
Title: Re: Importer
Post by: cameni on April 17, 2013, 03:40:57 pm
You mean Tatra? Stock vehicles are in packages folder, but in the program directory, not data.
Title: Re: Importer
Post by: mLichy on April 17, 2013, 03:51:25 pm
Oops yeah. Ok great. Thank you!
Title: Re: Importer
Post by: mLichy on April 18, 2013, 09:12:28 pm
There are two textures for blurred propeller propeller_80.dds and propeller_80_opacity.dds, the first one is the diffuse component and the second one is the alpha (alpha is in "ati1/bc4" dds format photoshop doesn;t support it use nvidia texture tools)

Here is the material definition from cessna:

Code: [Select]
{
"name" : "propeller_80",
"diffuse" : "1.0,1.0,1.0,0.0", // the fourth parameter is important, it has to to be zero, it
                                                         // is the weight between fresnel and alpha opacity
                                                         // transparency 0 means that only alpha is used for opacity
"Ax" : "0.04",
"Ay" : "0.04",
"m" : "1.0",
"tex_diffuse" : "propeller_80.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "propeller_80_opacity.dds"
},

I tried to do something similar to get an alpha to work on decals.  But when the geometry with that material applied, goes in shadow, it turns pure black?

I used the Nvidia texture tools to extract the alpha from my diffuse dds and create a new BC4 dds?

Code: [Select]
"name" : "badges",
"diffuse" : "255,255,255,0",
"Ax" : "7",
"Ay" : "7",
"m" : "7",
"tex_diffuse" : "7_badges_D.dds",
"tex_normal" : "8_badges_N.dds",
"tex_env" : "",
"tex_opacity" : "11_badges_A.dds",
"tex_reflectance" : ""
Title: Re: Importer
Post by: mLichy on April 21, 2013, 08:13:13 pm
Will LOD's work, if I export from Max, with all Geometry linked to a Root Node? 

Meaning,

 - Belair (dummy)

   - LOD0 (dummy)
      - mesh, mesh, ect

    -LOD1  (dummy)
      - mesh, mesh, ect

    -LOD2 (dummy)
      -mesh,mesh, ect



Edit:   Another question, for anyone.  Should the vehicle chassis/center of Mass be at 0,0,0?  So then the wheels hang below 0 on the grid? 
Title: Re: Importer
Post by: monks on May 08, 2013, 08:16:02 pm
Imported object with no texture...

I converted a teture to dds in Photoshop (first option in output list). Then I imported that into Max and applied to the model as a diffuse map. Then exported the model in opencollada format. When I import into Outerra the texture is missing- the model is black. What am I missing here?

 Also, my files for that model in the packages folder Outerra created in my data dir, all have different names. Does that matter?

monks
Title: Re: Importer
Post by: Midviki on May 08, 2013, 08:26:26 pm
Imported object with no texture...

There are multiple reasons why this happens...

- The path of the file is too long;

- The name of the file is to long on the wrong folder;

- The export is corrupted;

- The export is supported only in a limited of .dds formats;

- You need to have the file from where you export in a shorter path, not only export it in a shorter path;

All of the above... one of those works for me all the time. :)
Title: Re: Importer
Post by: mLichy on May 08, 2013, 09:05:49 pm
Check the matlib file and make sure the name is right.
Title: Re: Importer
Post by: M7 on May 08, 2013, 10:53:01 pm
Imported object with no texture...

I converted a teture to dds in Photoshop (first option in output list). Then I imported that into Max and applied to the model as a diffuse map. Then exported the model in opencollada format. When I import into Outerra the texture is missing- the model is black. What am I missing here?

 Also, my files for that model in the packages folder Outerra created in my data dir, all have different names. Does that matter?

monks

Not sure if max use jpg as texture . If so, you need to open the .dae file (with wordpad) and use 'find and replace all'  find all jpg, png, bmp and replace them with  dds, save. Then import the vehicle.
Title: Re: Importer
Post by: monks on May 09, 2013, 07:48:25 am
Do the textured models need a normal map?

 @M7 dds texture was used in Max, than all saved out as opencollada dae.

 Checking matlib file name = "0_Sphere_uvw_template_Outerra.d" Which is incorrect because the ".dds" at the end is being truncated. Is that normal? Or is that because the filename is too long?
 Also, I have an error in Outerra just after the package was loaded...
 ERROR texture_loader_job cannot open file (path) blah blah. Again here the filename is being truncated to ".d"

 Other than that the naming just seems odd in my package folder, the various files for the same object have 3 different names. The matlib and objdef files have a different name to the impcfg, log and pkg. dds has another name. Does this matter?


monks
Title: Re: Importer
Post by: monks on May 09, 2013, 07:57:35 am
It's ok, solved. It was the filename length  ;)

monks
Title: Re: Importer
Post by: PytonPago on May 09, 2013, 10:07:19 am
It's ok, solved. It was the filename length  ;)

monks

what is the maximum ?
Title: Re: Importer
Post by: angrypig on May 09, 2013, 10:10:44 am
material name max size is 24
texture file name max size 32

i will remove these limits in the future...
Title: Re: Importer
Post by: monks on May 09, 2013, 10:36:41 am
I tend to write long names to identify stuff but they can turn into short stories  ;D

monks
Title: Re: Importer
Post by: ZeosPantera on May 09, 2013, 01:12:06 pm
TextureForTheFrontBitofTankButNotYetTheRightColorGreenSoCheckBackLaterK.dds
Title: Re: Importer
Post by: PytonPago on May 09, 2013, 01:25:23 pm
TextureForTheFrontBitofTankButNotYetTheRightColorGreenSoCheckBackLaterK.dds

 ;D ;D
Title: Re: Importer
Post by: monks on May 09, 2013, 01:40:25 pm
...somebody had to do it...haha!

monks
Title: Re: Importer
Post by: monks on May 09, 2013, 02:08:06 pm
normal maps...

 I'm having trouble with the normal map. I'm trying to use the 3Dc format but after exporting from Photoshop using nvidioa tools Max 2013 doesn't seem to like it- unknown error. Is there a setting you have to make in the nvidia tools export dialog?

//I've noticed that when opening back up in Photoshop the file has a pinkish hue, not your typical blue.

monks
Title: Re: Importer
Post by: monks on May 09, 2013, 06:18:38 pm
Sorry triple post this. I've been trying to figure out what is wrong with the normal map. I think something is happening to the header and Max can't read it. I've been at it for the last 5 hours and I'm out of ideas.

 Does anyone here use the nvidia texture tools with Photoshop? Could anyone create a normal map to test here? I can upload the file. I'm trying to test whether it's my export settings, my version of Photoshop, or Max. I'm using CS6 and Max 2013 here. (I don't need you to have same versions.)

monks

 
Title: Re: Importer
Post by: deathevor on May 09, 2013, 06:58:10 pm
Hi Monks,

Hated Nvidia Texture Tools (especially Photoshop version for it's slowness (in terms of their UI workflow).
Found this one - AMD The Compressonator
Download Here:
http://developer.amd.com/resources/archive/archived-tools/gpu-tools-archive/the-compressonator/ (http://developer.amd.com/resources/archive/archived-tools/gpu-tools-archive/the-compressonator/)

First of all, here's the list of DDS settings that Outerra needs- http://xtrac.outerraworld.com/trac.fcgi/wiki/material (http://xtrac.outerraworld.com/trac.fcgi/wiki/material)

However, for Normals - BC5 option didn't work well (A lot of gliches in Outerra).
I'm using ATI2N option (Compress-> ATI3Dc Compression->ATI2N )

Works perfect for me.

P.s. Hope Didn't confused the options :)
Title: Re: Importer
Post by: deathevor on May 09, 2013, 06:59:37 pm
[Deleted comment] Some error happened here
Title: Re: Importer
Post by: monks on May 10, 2013, 05:17:08 am
Thanks deathevor. I've installed compressionator and compressed a normals file and tried loading it in Max but
I still get the same result. So that suggests that the problem might be with Max. I installed Max 2012, and I get the same. So this is happening in both 2012 and 13 versions with both nvifdia and ATI compression. I've also tried gimp output too and same thing. Same problems importing into Maya as well. I can open up a file fine when they are in the dxt1 format. I'm doing something wrong here.  :P

 Basic assumptions...do normal maps need to be greyscale, or rgb? Does the file need an alpha channel?

Any chance of you creating a normal map from the attached and uploading it so I can test it?

monks
Title: Re: Importer
Post by: ddenn on May 10, 2013, 05:22:49 am
Why do you trying use DDS textures in Max? I use .psd format in Max material, and OT importer automatically renames them to dds in the .matlib file. All I need to do after that is copy converted dds to the package folder. That's how you texture should looks like (I use photoshop nvidia dds pluging, dxt1 4bpp no alpha, works fine)
Title: Re: Importer
Post by: monks on May 10, 2013, 05:39:15 am
But the converted dds is the problem. It didn't work in Outerra (no visual effect) so I tried to test whether the file itself was ok by importing it into Max. Errors. Having had the problems in Max with it, I presumed that the problem was with the file in Outerra.
 Yes, I've got normals to work in Max using other file formats, so that just leads me to think it's the file itself. What's more Dxt1 is fine in Max.
 Another reason I was trying to get it into Max was because I wanted the normal map exported with the opencollada export into the package. I didn't want to have to mess with any configuration files to link it. I'm a noob to this so I'm trying to keep things as simple as I can for now. But, if I have to reconfigure files then so be it.

//thank dden just saw the file.Wil ltry it!

monks
Title: Re: Importer
Post by: monks on May 10, 2013, 05:47:30 am
You're using Dxt1 for normals which explains why your file just opened fine in Max. My Dxt1s do as well. I thought it said in the materials wiki that we should use 3Dc/ATI2 format? What's the difference?

monks
Title: Re: Importer
Post by: ddenn on May 10, 2013, 05:51:15 am
I see now. Check imported object' .matlib file, and add your normals dds to the object material, here's the example from OT Cessna:
Quote
   {
      "name" : "Cessna_EXT",
      "diffuse" : "1.0,1.0,1.0,1.0",
      "Ax" : "1.0",
      "Ay" : "0.06",
      "m" : "0.6",
      "tex_diffuse" : "Cessna_EXT.dds",
      "tex_normal" : "Cessna_EXT_norm.dds",
      "tex_env" : "Cessna_EXT_rg.dds",
      "tex_reflectance" : "Cessna_EXT_re.dds",
      "tex_opacity" : ""
   },

I've no idea, I used 3Dc/ATI2 before and it works OK, then I tried Photoshop' dxt1 and it works fine as well, so I stick with it.
Title: Re: Importer
Post by: monks on May 10, 2013, 06:00:25 am
Cool, so there's some flexibility, unless the devs can add anything, then that's fine with me as well  :) Maybe if deathevor can upload a version in the 3dc, AT12n or whatever he's using we can get to the bottom of it. Thanks for the info!

monks
Title: Re: Importer
Post by: cameni on May 10, 2013, 06:56:35 am
Max probably doesn't support the 3Dc/ATI2 DDS format, not many programs do. It provides a better quality for the normal maps, but I guess if you want to keep your pipeline simplified, you can stick to DXT1, at least until the importer starts converting the textures automatically.
Title: Re: Importer
Post by: monks on May 10, 2013, 07:24:40 am
 It's fixed now then- I'm getting the normal mapped object.  :) I'm documenting it as I go along. Maybe I should upload it at some point for folks who are new to this but it's really basic stuff though at the mo, it would be more comprehensive with more complex objects.

monks
Title: Re: Importer
Post by: deathevor on May 10, 2013, 05:43:52 pm
Two questions to Cameni:

1) 3D Max object with diffuse and bump texture (using "Normal to Bump" map)-> Export with Open Collada.
Import in Outerra-> loose Normal map (not listed in Matlib).
Is it due to Normal to Bump?

2) Looks like Outerra doesn't recognize material settings from Max (Specular, Glossines levels)?
Title: Re: Importer
Post by: cameni on May 11, 2013, 01:31:34 am
Those are questions for Angrypig, but I guess it's just a problem of the importer not recognizing all the material settings properly. One thing that we learned too late when implementing the import was that Collada is a mess of a format, things can be specified in multiple ways and thus each modeler does it differently, and consequently the importer has to have code specific for each of them ...
Title: Re: Importer
Post by: deathevor on May 11, 2013, 10:43:35 am
Thanks
Title: Re: Importer
Post by: ddenn on May 25, 2013, 10:29:42 am
About .otx files - it doesn't work for aircraft addons, it doesn't include jsbsim FDM files
Title: Re: Importer
Post by: cameni on May 25, 2013, 12:22:43 pm
Angrypig's supposed to find a way how to have the FDM files in the model directory. Must check whether he actually has it noted in his todo list.
Title: Re: Importer
Post by: monks on May 27, 2013, 05:23:51 pm
Hey, I just follwed my tut of what I did last time but I'm having trouble importing an object. When I go to configure, the only options it gives are for enviromental light and something called box0001 which turns out to be a control tower. My imported object is not in the list. The package file has been created under the correct name.
 So I tried it again and selcted Ignore in config and my object appears ok. So I close down the importer and reopen to place the object. Now the object has been replaced by the contol tower again....
Anyone got any ideas what's going on?

monks
Title: Re: Importer
Post by: cameni on May 27, 2013, 05:58:39 pm
Try deleting the content of the imported folder - sometimes the old imports get it into a bad state.
Title: Re: Importer
Post by: monks on May 27, 2013, 06:24:44 pm
 I'm not sure which folder you mean...?
I tried creating another directory and exported from Max into that just to test what it was exporting. It's exported a dae and a new dir called images and put the texture there as expected.
 I browse to this folder in Outerra and it imports fine. No errors. The field at the bottom of the dialog gets filled in correctly with the right name. But, when I go to configure the import, the model name doesn't appear. I get enviromental light and box0001. That's it. Outerra has just filled out the package name so it must know which package I'm importing.

monks
Title: Re: Importer
Post by: cameni on May 27, 2013, 06:38:35 pm
There's probably an old impcfg file in the target folder where OT imports. That's in OT data dir, packages/monks/yourmodelname
Title: Re: Importer
Post by: monks on May 28, 2013, 04:07:38 am
There are no other folders in the monks User directory other than the 4 models I've imported. Nowhere anywhere is the control tower. I've solved the naming problem of "box0001"- that was in Max. So now at least it has the correct name in the importer. Outerra is importing the package correctly because the object appears correctly after package import. Also, checking the package out in the monks dir, I can see no mention anywhere of the control tower in ANY of the created files - logs, etc. However, when I come to place the object it places the control tower....bizarre. I'm selecting the right package from the object list.

monks
Title: Re: Importer
Post by: cameni on May 28, 2013, 04:09:33 am
It should be under the package name, not the object name. There can be multiple objects in a package.
Title: Re: Importer
Post by: monks on May 28, 2013, 05:07:58 am
I've noticed that in the log it's creating an enviromenambienttlight object as well as my object (ProcRock). Is that usual?

...looking at my other object imports it's looks like it always does that.

INFO: Loading COLLADA file "C:\MEDEM\Models\ProcRock\ProcRock.DAE"...
INFO: Traversing scene...
INFO: COLLADA loaded.
INFO: Creating import config file "C:\Users\Carl\Outerra\packages/monks/ProcRock/ProcRock.impcfg"...
INFO: Exporting object "EnvironmentAmbientLight" as object
INFO: Renaming object "EnvironmentAmbientLight" to "EnvironmentAmbientLight"
INFO: Exporting object "ProcRock" as object
INFO: Renaming object "ProcRock" to "ProcRock"
INFO: Exported hierarchy:
INFO: EnvironmentAmbientLight
INFO: ProcRock
INFO:
INFO: Exporting COLLADA node "EnvironmentAmbientLight"
INFO: Exporting COLLADA node "ProcRock"


monks
Title: Re: Importer
Post by: cameni on May 28, 2013, 05:11:06 am
It's usual for Max imports. During import it should be set to ignored, since OT has its own lighting.
Title: Re: Importer
Post by: monks on May 28, 2013, 05:38:25 am
If I set it to "ignore" the object no longer appears in the "Show Object" field. I have to set it to "static object" to see it.

 The importer really seems to be behaving strangely. I went through my previous imports in the object list and tried to place them and I got what seemed to be a random selection of Outerra objects, tanks, planes, trucks. Selecting to place The last object in the list which referred to a previous completely different object of mine (a tower) actually gave me my new object (rock).

 How can all of my objects be re-assigned to new ones?

 I noticed in the latest build it said we need a new Earth dir for cache. Is that the problem here?


//in addition, I can't delete from within the importer any of the random outerra objects

monks
Title: Re: Importer
Post by: cameni on May 28, 2013, 05:46:56 am
That's a bug in the latest version - places a wrong object, not the one you selected. Fix is in the works.

But the enviromenambienttlight is not an object, the advice to set it to ignored was for that.
Title: Re: Importer
Post by: monks on May 28, 2013, 05:51:27 am
Ahhhhhh....! Hopefully that will fix it. I think what was happening is that it was importing fine (I could see it), but the placement was all screwed up. Bit of info: it's not a random re-assignment though because I always get the control tower for the new object, and always get the rock for the mytower.  ;)

monks
Title: Re: Importer
Post by: vincibb on August 22, 2013, 06:19:10 am
Hi,
I've got problem with scripting in game. Every time I hit button reload I get "ERROR: vehicle::init_chassis: interface client not connected" and after that anteworld crash. It happens on every model and I tried reinstall Anteworld too but nothing has changed still same error. Here is my eng.log file and thanks for help
Title: Re: Importer
Post by: cameni on August 22, 2013, 08:20:51 am
Seems to be a bug in the latest build, working on a fix. Thanks for reporting.
Title: Re: Importer
Post by: 7HUND3R on October 02, 2013, 01:16:38 pm
I have a problem. When loading the model I get this outerra

(http://i17.photobucket.com/albums/b96/7HUND3R/1_zps8b93c77c.jpg~original) (http://s17.photobucket.com/user/7HUND3R/media/1_zps8b93c77c.jpg.html)

Once applied on the ground if it is to

(http://i17.photobucket.com/albums/b96/7HUND3R/2_zpsb682e55f.jpg~original) (http://s17.photobucket.com/user/7HUND3R/media/2_zpsb682e55f.jpg.html)

The original model as we wanted in outerra

(http://i17.photobucket.com/albums/b96/7HUND3R/3_zpseb84d3c8.jpg~original) (http://s17.photobucket.com/user/7HUND3R/media/3_zpseb84d3c8.jpg.html)
Title: Re: Importer
Post by: angrypig on October 02, 2013, 01:30:33 pm
Do you have textures in DDS format?
Title: Re: Importer
Post by: 7HUND3R on October 02, 2013, 02:59:39 pm
I'm not really sure how to export the 3D model to be conpatible eskechup 100% with outerra. I simply am going to
File / Export / 3D model format are selected DAE (Collada) and I created a file DDS unique but I do not see anywhere.
Title: Re: Importer
Post by: 7HUND3R on October 02, 2013, 09:39:44 pm
Problem turned out. the size of the dds hera not correct, in one of the post I found this:

- When saving dds textures, the size must be a multiple of 4, ie. 336 292x (291x 335 will not work)
Title: Re: Importer
Post by: 7HUND3R on November 02, 2013, 08:58:58 pm
I'm trying to create some trees but I have the following problem.

It FBX inporto in maya 2014 and I get charged whether

(http://i17.photobucket.com/albums/b96/7HUND3R/th_1_zps30d2c0aa.jpg) (http://s17.photobucket.com/user/7HUND3R/media/1_zps30d2c0aa.jpg.html)

then exported in Collada and I get a single file coll but without pictures, so inporto in outerra and I get to yes.

(http://i17.photobucket.com/albums/b96/7HUND3R/th_2_zpse4e3eef1.jpg) (http://s17.photobucket.com/user/7HUND3R/media/2_zpse4e3eef1.jpg.html)
Title: Re: Importer
Post by: FreeUser on November 15, 2013, 12:02:53 pm
How do i import into Outerra a .otx ?
Title: Re: Importer
Post by: PytonPago on November 15, 2013, 12:28:27 pm
How do i import into Outerra a .otx ?

you just doubble-click on the .otx file (it will extract to the right place in Outerra directory) or right-click it and get the option "open with" - then select Outerra executable.
Title: Re: Importer
Post by: FreeUser on November 15, 2013, 04:32:16 pm
I have a question about the importer and collisions. Who may i add a collision on a cube from Blender ?
Title: Re: Importer
Post by: angrypig on November 16, 2013, 03:40:48 am
Collision system isn't finished yet, only supported collisions are terrain vs wheels which are defined in vehicle/aircraft physics...
Title: Re: Importer
Post by: 7HUND3R on November 17, 2013, 04:37:14 am
Why did I get this when importing in outerra with this latest version?


Waring: cannot compute the correct tangents for mesh "@1"! (missing/wrong UVs)
Waring: cannot compute the correct tangents for mesh "@0"! (missing/wrong UVs)
Title: Re: Importer
Post by: angrypig on November 19, 2013, 06:27:28 am
don't bother with this message it will be removed in the future...
Title: Re: Importer
Post by: Evildropbear on November 20, 2013, 02:39:59 pm
Hmm I'm trying to export out of Cinema 4D, and I have the option to export as Collada 1.4 or 1.5

1.5 refuses to load in Outerra (cannot open file), but 1.4 does work.

Just a heads up for if anyone encounters a similar problem.
Title: Re: Importer
Post by: mori on April 05, 2014, 09:44:52 pm
Have you already implemented automatic import/conversion of convenient file formats like fbx, psd, tga etc, and if not, how long will it take for that to happen? I want to start making my cities soon but remembering how much time i spent on tinkering with dae and conversion is what stopping me.
Every engine nowadays supports direct fbx import and unity3d supports psd files, it's sort of industry standard, please consider.
Title: Re: Importer
Post by: cameni on April 06, 2014, 03:20:04 am
There's a beta FBX importer already (ctrl+F7), and the image format conversion is included as well. Not sure if it includes psd files though.
Title: Re: Importer
Post by: JLW1956 on April 07, 2014, 09:37:23 pm
I am having a problem "selecting" a model in order to move it.  I could initially select the Ring Gate (see attachment) and move it horizontally, vertically and rotate it.  But in the position it is in now, I can't seem to select it to move it down to the terrain or to rotate the Gate to the south to line up to the entrance of Orthanc.  I've read through the forum but can't seem to find anyone with a similar problem.  Any suggestions on how I can get the "select" working again.  I did notice that when selected, the axis were about 3 km from the center based on the ring being 1 km in diameter.
Title: Re: Importer
Post by: JLW1956 on April 07, 2014, 09:39:44 pm
I don't think the attachment went through with my previous post.  I've compressed and reattached.
Title: Re: Importer
Post by: PytonPago on April 08, 2014, 05:10:00 am
Try putting the origin (pivot point - and yes, i mean that main mesh towards all others are parented) at level whyte the ground of the ring-gate and place it before the tower itself (it might blend in whyte it so you cant reach it) or put it somewhere where you will find (some gate-watchtower tip) it and select it at that position in OT ...
Title: Re: Importer
Post by: Mossie on August 23, 2014, 12:02:04 pm
Now I just started, so please bear with me. I've looked over the Wiki and searched the forums.

My work flow is: 3D model in AC3D, with DDS textures, exported to DAE (1.4).

The exported DAE has long fixed file paths for the textures:
Quote
<library_images>
<image id="ID0-LibImage" name="ID0-LibImage">
<init_from>file:///I:/Outerra/Development/Building/c_type_hangar.dds</init_from>
</image>
<image id="ID1-LibImage" name="ID1-LibImage">
<init_from>file:///I:/Outerra/Development/Building/cement.dds</init_from>
</image>
<image id="ID2-LibImage" name="ID2-LibImage">
<init_from>file:///I:/Outerra/Development/Building/glass_dmg0.dds</init_from>
</image>

So reading the WIKI the file path should be relative. So what should I change the paths to?
Quote
<init_from>file:///./glass_dmg0.dds</init_from>
Or something else?

The image attached is what I'm trying as my first building.
Title: Re: Importer
Post by: Levi on August 24, 2014, 02:42:08 am
@Mossie
I'm working with .FBX files, but I think the path should be something like this: <init_from>file:///glass_dmg0.dds</init_from>

Anyways, instead of editing the .dae file, why not just edit the .mtl file created after the model is imported into Outerra? In any case you will have to modify that .mtl file to make glass transparent, and other adjustments like f0 and roughness if necessary.

Btw, nice hangar you have there ;)
Title: Re: Importer
Post by: josem75 on February 04, 2015, 05:58:31 pm
Hello all. I am creating some 3d objects. The actual alfa status make dificult choose the location, sometimes i can do, but sometimes is almost imposible.
For example now i created with fbx (from max) a tower for chairlift in the snow. And the problem is the object appear so far from the axis, and its super dificult for move correctly.
I was checing all the axis and are ok in the 3d scene. Even i made a group with all the objects and move the axis down in the object base, result is the same.
I dont know what more do.
Anybody with more experience has any idea?
thank you very much. 
Title: Re: Importer
Post by: PytonPago on February 05, 2015, 02:05:52 am
Hello all. I am creating some 3d objects. The actual alfa status make dificult choose the location, sometimes i can do, but sometimes is almost imposible.
For example now i created with fbx (from max) a tower for chairlift in the snow. And the problem is the object appear so far from the axis, and its super dificult for move correctly.
I was checing all the axis and are ok in the 3d scene. Even i made a group with all the objects and move the axis down in the object base, result is the same.
I dont know what more do.
Anybody with more experience has any idea?
thank you very much.


There are two possibilityes that come to my mind - first, there may be some lone vertice somewhere far away from the model , or at the export, the origin points weren't set right. Know in Blender, sometimes, it takes the first instance origin positions ... there is some action to re-set them to the position its been given later, but dont know how its called or where that is in other software ... it is also alittle buggy, so i have to copy-paste the mesh sometimes and delete the original one to get that fixed (so 1 in 500 cases ?).
Title: Re: Importer
Post by: josem75 on February 05, 2015, 05:54:51 pm
Hi Pyton thank you.
I am in Max 2015.
I found the problem selecting all the objects and going to hierarchy-working pivot-edit working pivot.
So there the pivot is far away, in point 0-0-0.
I moved the pivot to the base of the object, and save and export, i though would be solved.. But the same problem again.
Then i changed strategy. I selected all the objects and move to point 0,0,0 where the pivot is. Then the pivot problem is solved, but this is the result:


(http://imgur.com/xx3ycP5)

For the comparisson. The original is flying in the air, the other three are with the pivot problem solved but totally deformed. While in Max i see perfectly.
This object is being a pain ))
Title: Re: Importer
Post by: KW71 on February 05, 2015, 09:46:09 pm
Have you applied "Reset Xform" to your objects?
Title: Re: Importer
Post by: PytonPago on February 06, 2015, 01:23:16 am
Yes, thats exactly that second thing I mentioned ... Not sure how that "reset xform" works (im more of a blender guy), but its probably the action to set the pivots right in Max ... doe forgot to mention, in Blender sometimes this does also, when the hierarchy of the meshes is changed in some specific way - then ya need to parent all the "broken" parts to theyr parents again (no matter that they already are parented rightly in the parent-tree window) ... helps too (at-least for me in the last few versions). Hope something of this helps ya.
Title: Re: Importer
Post by: KW71 on February 06, 2015, 10:29:27 am
Yes, reset xform (3ds) = apply location, rotation & scale (Blender). Is mandatory in both programs for avoiding problems.
Title: Re: Importer
Post by: josem75 on February 06, 2015, 10:38:40 am
Hello. Yes i did the reset xform for one reason. When i tried to move all selected objects, some obects move to the left up and some others to the right down and so...
My problem is that after applying xform and changing the axis, etc, i see the object perfectly in max, but in outerra is deformed. I think thats a rare case
Title: Re: Importer
Post by: KW71 on February 06, 2015, 11:07:36 am
Pepe:

Let's try to fix it handling just one tower. I know I will tell you things you probably know and have done, but it is just for a "check list".

1.- Is your tower just one editable poly? If it is not, attach every single part in one object (for testing purposes).

2.- Edit pivot only, and locate it in the base.

3.- Reset xform.
     
4.- Collapse the stack (or right click, convert to editable poly).

5.- Export "selected object".

If the problem is still there, post your .FBX exporting settings. Perhaps we could detect something wrong.
Title: Re: Importer
Post by: josem75 on February 06, 2015, 08:22:08 pm
Pepe:

Let's try to fix it handling just one tower. I know I will tell you things you probably know and have done, but it is just for a "check list".

1.- Is your tower just one editable poly? If it is not, attach every single part in one object (for testing purposes).

2.- Edit pivot only, and locate it in the base.

3.- Reset xform.
     
4.- Collapse the stack (or right click, convert to editable poly).

5.- Export "selected object".

If the problem is still there, post your .FBX exporting settings. Perhaps we could detect something wrong.

That was a great resume.

My situation was. Reset Xform worked in Max for keep objects calm to the normal (so if i move all the tower selecting all the individual obects, all was moving to the same direction finally). 
But in outerra, this reset xform showed deformations in the objects (some individual objects moved and scaled). So i was not able to use reset xform that case.

The only thing that worked fine was attaching all the individuals in just one object. Then i was able to move without problems.

So. Why move? Because of the object pivot problem. Even when that pivot was so right in the base of the object (after attaching all). Still in outerra was wrong and so far..  For some reason the normal pivot was not the main in outerra.. The only solution was touching the "working pivot" (i think my first time in my live i use that in many years), then this working pivot was so far from the object (in point 0,0,0). There is one option for align to object, even for move it manually. I did it. And also didnt work for outerra.. So the only solution was move THE OBJECT to the pivot place in 0,0,0.  Then the axis problem was solved in outerra (the only way for that case).

But for move my object without attaching it, some objects was moving in one direction, and others in the opposite... Reset Xform worked for solve that but the problem of show deformed in outerra made the option unable.. So only attach all..

Attach all is a solution for the final piece, just for export it. Because i preffer having all the original separated objects. But i dont know if its better to attach before exporting. Making more easy for the engine to represent it or something.

In resuming words..  Necesary to move my object to 0,0,0, position yes or yes.. No other option, no moving any pivot worked. And reset xform had unespected results for solve the crazy diferent directions moves in individual objects. What Max showed me after reset xform was not the same outerra did..

thank you very much kw71 and pyton
Title: Re: Importer
Post by: PytonPago on February 07, 2015, 01:08:10 am
Could ya try one more thing (off course if ya have still the nerves for it) ? .... copying all the meshes "in edit mode" and taking them out into new meshes ("separate selection its called in blender). Then setting all their pivots to geometry and re-parenting them in the same hierarchy the old ones were ... (dont forget to make a new empty base-mesh whyte the object name for it too and deleting the original meshes). ...

 ... i only once experienced that more than one mesh was buggy like this - if i deleted some of the meshes they were parented to somewhere during modeling. (its like all the parented meshes were defined based on the parent and i messed things up by deleting this "base-pivot point" of theirs - not sure if because i made the children by copying the parent mesh or not). But making a new primal parent and re-parenting them copies to it worked for me in Blender (like making a new set of meshes where i put their vertices copies would be what he needed as it would get pivots orientations as new for each mesh). Im quite surprised Max has such problems too (also, whats the version ?).
Title: Re: Importer
Post by: josem75 on February 09, 2015, 10:43:37 am
Could ya try one more thing (off course if ya have still the nerves for it) ? .... copying all the meshes "in edit mode" and taking them out into new meshes ("separate selection its called in blender). Then setting all their pivots to geometry and re-parenting them in the same hierarchy the old ones were ... (dont forget to make a new empty base-mesh with the object name for it too and deleting the original meshes). ...

 ... i only once experienced that more than one mesh was buggy like this - if i deleted some of the meshes they were parented to somewhere during modeling. (its like all the parented meshes were defined based on the parent and i messed things up by deleting this "base-pivot point" of theirs - not sure if because i made the children by copying the parent mesh or not). But making a new primal parent and re-parenting them copies to it worked for me in Blender (like making a new set of meshes where i put their vertices copies would be what he needed as it would get pivots orientations as new for each mesh). Im quite surprised Max has such problems too (also, whats the version ?).

Hi, the version of max is 2015, the latest.  It seems work good in terms of performance and stability. Visor is very fast too with nitrous directx 11.

I will try what you told me. Max is too diferent and the names you told me are diferent. I need to use more blender too.
Do you know if is necesary to put the objects in the point 0,0,0 in the 3d program before fbx export? Dont know, maybe its a must to do thing.
I needed to do for have the pivot near the object in outerra.

Now i have a problem because i dont remember how to open the js console in outerra. Where you change parameters. i though was alt-i but nothing open. I already tested all the buttons xd.
And i cant see in wiki.   also, when you change something like the material,, etc, need to restart outerra?
 

Title: Re: Importer
Post by: M7 on February 09, 2015, 11:19:21 am
Alt E  to open the js console.
You can use an external program to edit the js (usefull if you have a second monitor). After saving you need to hit alt D  to reload the js to see those changes.
If you update a texture, it will show in ot in seconds. If you make changes in the .mtl file, then you have to reload OT to see the changes.
Title: Re: Importer
Post by: josem75 on February 09, 2015, 12:17:54 pm
Alt E  to open the js console.
You can use an external program to edit the js (usefull if you have a second monitor). After saving you need to hit alt D  to reload the js to see those changes.
If you update a texture, it will show in ot in seconds. If you make changes in the .mtl file, then you have to reload OT to see the changes.

Thank u.
As you see, i only can open the console down, same console u close with p key. But i remember one white console where you can whrite. That i cant open, even with alt-e.

Also as the imagen show, the little platforms i added to the tower, one is in the correct position, the other are mirrored (looking down). So i still having position issues. What i see in max is diferent after in outerra.
Those platforms i did from new and nothing wrong. Dont know why the problems.

(http://i58.tinypic.com/igi1yu.jpg)
Title: Re: Importer
Post by: M7 on February 09, 2015, 06:31:19 pm
Ah...Forgot to mention, js script is for vehicles (land/air/water) . Static object don't use js. You can add a js to a static object to add animation but i haven't try myself.
Title: Re: Importer
Post by: josem75 on February 09, 2015, 08:06:45 pm
Ah...Forgot to mention, js script is for vehicles (land/air/water) . Static object don't use js. You can add a js to a static object to add animation but i haven't try myself.


For some reason, i cant open the white js screen. I push alt+E and i only open the console with erros, like in the picture.  I am totally unable to see the js i dont know why. :(

In some point maybe i will try some animation for make the discs of my tower spin.
Also, is it posible to add lights to objects? I want make some "streetlights" for iluminate the snow at night (like in real life this station have)
Title: Re: Importer
Post by: Levi on February 10, 2015, 06:45:50 am
Also as the imagen show, the little platforms i added to the tower, one is in the correct position, the other are mirrored (looking down). So i still having position issues. What i see in max is diferent after in outerra.
Those platforms i did from new and nothing wrong. Dont know why the problems.
If you ever use the mirror tool in 3ds Max, before exporting the model, make sure you apply the XForm modifier, or click on Reset XForm, then convert the object to Editable Poly. After that, you may need to flip all the normals too.

ALT+C to open the command console.
ALT+E to open the JavaScript Editor. It will only open when you're in a Vehicle/Watercraft/Aircraft.
ALT+R to reload the .js file if you edit it in a 3rd party text editor.

Also, to add animations and lights, you will need to import your tower as a vehicle.
Title: Re: Importer
Post by: josem75 on February 10, 2015, 09:43:13 am
Also as the imagen show, the little platforms i added to the tower, one is in the correct position, the other are mirrored (looking down). So i still having position issues. What i see in max is diferent after in outerra.
Those platforms i did from new and nothing wrong. Dont know why the problems.
If you ever use the mirror tool in 3ds Max, before exporting the model, make sure you apply the XForm modifier, or click on Reset XForm, then convert the object to Editable Poly. After that, you may need to flip all the normals too.

ALT+C to open the command console.
ALT+E to open the JavaScript Editor. It will only open when you're in a Vehicle/Watercraft/Aircraft.
ALT+R to reload the .js file if you edit it in a 3rd party text editor.

Also, to add animations and lights, you will need to import your tower as a vehicle.

Thank you Levi.
So vehicle like your animated turbines. By the way. Maybe its time to put some red lights to your turbines for the night flights security.. )))

Normally i export in fbx from max so i import with fbx importer in outerra. i dont know how is making a vehicle, never tried.  I am taking a look in the turbines thread and others you mentioned there.

The problem will be, no permanent objects. needing to import or spawn everytime open outerra. We need Js for objects too. So we can animate them and begin to make lamps for cities at night.

The variable can be turn on at some hour determined in a new line of world.cfg or something. Turn all lights at 18h, or 19 h. Or depending on the latitude.. So at nights all the lights will be turning on.
Title: Re: Importer
Post by: josem75 on February 12, 2015, 07:54:51 am
It seems one of my problems exporting from max (2015 via fbx) is when i apply mirror for example. Axis is diferent in Outerra.
I think i remember some similar problem when i exported to cryengine and i dont remember how was the solution.
In that case, aplying reset xform is not fixing the problem.  (well the solution here is easy, rotating instead mirroring, but i meant solution for fix that axis problem).

PD: My opacity for the net worked good with the tips i readed from angry surfing the forum. But the effect disappear in a very  few meters (in fact i taked the pic in the distance limit). Dont know if is the normal. 

(http://i61.tinypic.com/28aqgio.jpg)
[/quote]
Title: Re: Importer
Post by: Jagerbomber on February 12, 2015, 12:45:56 pm
Looks fine to me.   =D
Title: Re: Importer
Post by: PytonPago on February 12, 2015, 01:53:39 pm
... shorter ones, oppose the right side. :D
Title: Re: Importer
Post by: PRiME on February 15, 2015, 04:56:27 am
(figured out parenting, not sure on the pivot point, still have some odd errors.)

(figured out the texture issue)

Turns out DAE/FBX only support texface (basic blender render material textures). Now I must convert my model into Blender Render mode, this should be fun  :-[
Title: Re: Importer
Post by: KW71 on June 13, 2015, 06:30:19 pm
Hi!!

I want to make some test with the ah64.

If I import any mesh as an object, the Blender Z value = Outerra Z value.

It is not true if the mesh is imported as aircraft: In this case, the helicopter is to high when is settled on ground.

All the components are parented to a dummy called ah64. I have tried both lowering the dummy or the components (respect to the dummy) to fix the height. In both cases the dumpers works reversed: extended when are on ground, and retracted when in flight (see video).

- Any tips on how to fix it? How is calculated the aircraft height from ground?

https://youtu.be/-X93aPdTRwY
Title: Re: Importer
Post by: Uriah on June 13, 2015, 07:11:33 pm
I am not sure how it works in Blender, but it should be similar. The spawn point (crosshaird) is the 0, 0, 0 origin in model space. That is, in Max when I set the Z = 0 position as "ground level", I would position the wheels to rest on that plane. Be sure to check world/local coordinates, to be sure you are taking the absolute measurement for Z and not the relative one. However, this may possibly be a FDM issue. Check the Z values for the gear BOGEYs in your XML, as the landing gear points may be below the wheels, and therefore the aircraft is resting on that, with the wheels above the ground.

Best regards,
Uriah
Title: Re: Importer
Post by: KW71 on June 13, 2015, 08:52:44 pm
Thanks for the quick answer!!!

- Positioned the parent dummy in 0,0,0  (global Blender; world Max).
- The wheels base are at z=0
- Exported as collada (there are no options for location or scale).

This is the result:

(https://scontent-dfw1-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/10470175_1482344848724161_9198106580161458576_o.jpg)



- Imported in Max, to make a tests.
- Exported as collada.

Same case:


(https://scontent-dfw1-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/10300768_1482348572057122_8970780604968677535_n.jpg?oh=e1e6c27d3025fbde4b90aa21b52e03a6&oe=55EC2A45)



Changed the BOGEY values from       -10.46296     to        0   in both, right and left wheels.

but there is just a small variation (like the thick of the wheel).


Any Ideas?


I really appreciate your help!

Title: Re: Importer
Post by: Uriah on June 13, 2015, 08:55:48 pm
Just e-mailed you.

Regards,
Uriah
Title: Re: Importer
Post by: KW71 on June 14, 2015, 01:35:55 am
I found the cause of the landing gear problem... Is related not to the height, but to the x axis orientation.
Title: Re: Importer
Post by: Xeltron245 on March 29, 2016, 10:59:53 am
I imported my model using the FBX importer tool but it's not showing up in the object list for placing. It is in the Outerra folder in Users so not sure what I'm doing wrong. Anyone help?
Title: Re: Importer
Post by: necro on March 29, 2016, 02:21:30 pm
Could have several reasons. At first be aware, that you have to restart OT to see new imported objects in OT.
Title: Re: Importer
Post by: PRiME on March 29, 2016, 02:54:47 pm
If I remember correctly, sometime in the future they plan to have no restart required? that still happening? Also you can you adjust the model file/config of an already existing object in outerra? I believe I had issues doing this in the past with some information not being kept in memory between reloading object. (maybe that was what they were GOING to fix?)
Title: Re: Importer
Post by: nothinglikethesun on March 30, 2016, 04:05:13 pm
Alpha version of the importer (at the moment just for import of static objects). The importer is built-in into the engine, it can be invoked from the "objects" tool by clicking on the "Import ..." button, which brings up the importer window.

Documentation for the importer can be found in the wiki: wiki:Importer (http://xtrac.outerraworld.com/trac.fcgi/wiki/Importer)

(http://i.minus.com/jbn7v2Yx4QTv2m.jpg) (http://minus.com/lbn7v2Yx4QTv2m)

Hi. In latest version of outerra (Outerra 2) the old objects editor (f7) does not work . Whit F7 keys  open the new editor on the left. How do I import objects?  ( Thanks four your great job whit Outerra 2. Very good job)
Title: Re: Importer
Post by: KW71 on March 30, 2016, 06:01:48 pm
Hi. In latest version of outerra (Outerra 2) the old objects editor (f7) does not work . Whit F7 keys  open the new editor on the left. How do I import objects?  ( Thanks four your great job whit Outerra 2. Very good job)

Hi! CTRL+F7 Only .fbx now.
Title: Re: Importer
Post by: nothinglikethesun on March 31, 2016, 02:29:42 pm
Thanks...but now i have another problem. As soon as i open the importer and try to open fbx file Outerra crash . What can 'be ?
Title: Re: Importer
Post by: PRiME on March 31, 2016, 02:45:11 pm
Are there log files that can provide some insight?
Title: Re: Importer
Post by: nothinglikethesun on April 22, 2016, 10:29:16 am

I downloaded a building model from Google Warehouse then I exported it in FBX format. Can i add it manually in outerra folders without using the importer ? ( sorry for my english)
Title: Re: Importer
Post by: KW71 on April 22, 2016, 12:36:00 pm
OT doesn't use the .fbx directly; the importer creates the .pkg file.
Title: Re: Importer
Post by: pstuddy on June 19, 2016, 08:15:26 am
Alpha version of the importer (at the moment just for import of static objects). The importer is built-in into the engine, it can be invoked from the "objects" tool by clicking on the "Import ..." button, which brings up the importer window.

Documentation for the importer can be found in the wiki: wiki:Importer (http://xtrac.outerraworld.com/trac.fcgi/wiki/Importer)

(http://i.minus.com/jbn7v2Yx4QTv2m.jpg) (http://minus.com/lbn7v2Yx4QTv2m)

it says error not found.  r u going to fix it?
Title: Re: Importer
Post by: cameni on June 19, 2016, 01:09:29 pm
Fixed the link: http://xtrac.outerraworld.com/wiki/Importer
Title: Re: Importer
Post by: pstuddy on June 19, 2016, 07:14:46 pm
Fixed the link: http://xtrac.outerraworld.com/wiki/Importer

thank you sir! ;)
Title: Re: Importer
Post by: pstuddy on June 19, 2016, 07:24:11 pm
Fixed the link: http://xtrac.outerraworld.com/wiki/Importer

http://opencollada.org/download.html link not found.  by the way, will it help me export models out of blender?
Title: Re: Importer
Post by: SteelRat on September 25, 2016, 04:33:50 pm
Hi cameni!

What am I doing wrong?

https://youtu.be/oyngU8ryawM
Title: Re: Importer
Post by: KW71 on September 25, 2016, 05:04:48 pm
Hi, SteelRat!

You need to unwrap it, even if you are not applying textures:

[02/06/2016 11:03:22 a.m.] KW 71:Could be related to the .fbx importer?

[02/06/2016 11:33:31 a.m.] Laco Hrabcak: It's texture coordinate problem
[02/06/2016 11:34:16 a.m.] Laco Hrabcak: You have to remap it directly otherwise it's not able to compute tangentvspace correctly



Title: Re: Importer
Post by: St3ve on October 20, 2016, 01:57:27 am
The only importer screen that I can see is accessed by CTRL F7.
The window is titled FBX importer.

I have created an .fbx model using Sketchup, loaded this into the importer, created a PKG this is stored automatically in folder c:\Users\Steve\Outerra\packages\St3vet\House1\House1.pkg.

The model does not appear on the screen nor is it listed in the Objects / Entitity list.

The .pkg file has definately been created in the folder specified.

Can someone please advise me on Object importing, I'm obviously doing something wrong, but I don't know what.

Title: Re: Importer
Post by: angrypig on October 20, 2016, 05:13:28 am
Can you send us final package folder and FBX file?
Title: Re: Importer
Post by: St3ve on October 20, 2016, 10:23:36 am
Can you send us final package folder and FBX file?

Thanks for prompt response.  What is the best way for me to send them to you?
Title: Re: Importer
Post by: cameni on October 20, 2016, 04:53:34 pm
You can upload it somewhere and post the link or mail it to support at outerra.com
Title: Re: Importer
Post by: St3ve on October 21, 2016, 11:17:11 am
My appologies to all.

The PKG that is stored in folder c:\Users\Steve\Outerra\packages\ IS being listed in the Objects / Entitity list.  I don't know how I missed it!!!

I am sorry to have wasted your time, I hope this does not mean I can't ask any more questions.
Title: Re: Importer
Post by: cameni on October 22, 2016, 02:17:01 pm
Glad you got it resolved ;)
Title: Re: Importer
Post by: Revolver on April 17, 2018, 07:37:05 am
Hello guys,

do they have problems with the Importer? Today I have tried to import my new model, but it writes to me: ERROR msg here.  =| In model it can't lie, because the other (old models) also don't go.
Title: Re: Importer
Post by: cameni on April 17, 2018, 09:35:39 am
That usually happens when the FBX library encounters an error in the file. You can try using this version of collazer2.dll (https://drive.google.com/open?id=16svPb49v_VpgmYFJ_MratNmPBwsE8SRe) to get a better error description.
Title: Re: Importer
Post by: Revolver on April 17, 2018, 11:01:29 am
That usually happens when the FBX library encounters an error in the file. You can try using this version of collazer2.dll (https://drive.google.com/open?id=16svPb49v_VpgmYFJ_MratNmPBwsE8SRe) to get a better error description.

Hi Brano,

now comes: Error unexpekted file type ...

what's wrong with Importer?

And what FBX library encounters do you mean ... which lies in 3dr Max btw. what should have happened when exporting to FBX file what?

So again. Former FBX files (which were OK) do not go now too.
Title: Re: Importer
Post by: cameni on April 17, 2018, 11:15:42 am
It means something is wrong with the file you are trying to import.
Title: Re: Importer
Post by: Revolver on April 17, 2018, 11:27:17 am
It means something is wrong with the file you are trying to import.

That can not be. Otherwise I would not have a problem with the old FBX files, but the old files DO NOT work now!
Since the old FBX files all worked early (today nothing more) and I have my models easily imported, I assume that it is due to importers.
Or have the old file also called for a hunger strike ... probably from lying too long without being touched ... =D ;)
I've deleted eng.log (http://goo.gl/DaK1M8) (previously it helped) but no result ... it's ERROR time and time again  =|
Title: Re: Importer
Post by: cameni on April 17, 2018, 02:55:00 pm
The new dll should not be used normally, it's from newer version and formats changed etc.
I just meant you to use it to get a better error message from the problematic FBX. Or do you mean the old FBXs that worked before now do not work with the original dll?
Title: Re: Importer
Post by: Revolver on April 17, 2018, 03:28:25 pm
Or do you mean the old FBXs that worked before now do not work with the original dll?

yesyesyes Sir!  ^-^ NOT MORE FUNZT...OLD OR NEW ... start now FBX Importer comes to the CRASH OTE. =|

Unfortunately I did not save the old DLL ... :'(
Title: Re: Importer
Post by: cameni on April 18, 2018, 04:54:18 am
old (https://drive.google.com/open?id=1WV0srxEB5u-ZXMTwl3DtewuSHU7-C4GK)
Title: Re: Importer
Post by: Revolver on April 18, 2018, 05:10:04 pm
nAbend Brano,

geht's wieder. Dankeschön!  ;)
Title: Re: Importer
Post by: paulout on September 14, 2018, 05:48:48 pm
Hey Cameni, i have a question: when i'm trying to import my FBX files, i'm getting the error message saying:ERROR Cannot find node's child by UID!
But i can easily import that model into Cryengine or Unreal Engine 4.
Another question: is any ways to import BIG FBX model as multi meshes? Thank you! Outerra is beautiful :)
Title: Re: Importer
Post by: cameni on September 15, 2018, 05:20:04 am
Would it be possible to send us the file to support at outerra.com?
Title: Re: Importer
Post by: MarkusVI on October 04, 2018, 02:36:06 pm
How to place objects in one folder?
I tried to add the folder name before the file name, but it did not work.
(https://i.imgur.com/mZqKleP.png)
Title: Re: Importer
Post by: KW71 on October 04, 2018, 04:44:29 pm
Do you have several different objects exported to one singe .fbx, and you want to import them all in one single pack?
Title: Re: Importer
Post by: MarkusVI on October 04, 2018, 04:48:34 pm
I want to place a few objects in one folder, how can I do this?
Title: Re: Importer
Post by: cyrilgramblicka on October 05, 2018, 02:03:35 am
Hi. If you want to place several pkg files in one folder, it will won't work. But you can create multi object package. So you have all object in one package. It seems as the best solution for me. Are you interested how to do that?
Title: Re: Importer
Post by: KW71 on October 05, 2018, 09:16:40 am
I hope this helps:

https://imgur.com/a/tfHrIWD

(https://i.imgur.com/v8qFopS.jpg)
Title: Re: Importer
Post by: MarkusVI on October 05, 2018, 01:27:14 pm
Hi. If you want to place several pkg files in one folder, it will won't work. But you can create multi object package. So you have all object in one package. It seems as the best solution for me. Are you interested how to do that?

Many thanks! Everything turned out as it should.
(https://i.imgur.com/1MwnvxW.png)