Outerra forum
Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: maxdmg on January 02, 2013, 05:11:07 pm
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Trying to import just a few assets to test and we keep getting this dark shadow look:
(http://s2.postimage.org/srp2u0vyx/Bad_Shadowsor_Lighting_ping.png)
Using DXT1 format, made several changes, all with same result.
If I import it into UDK it had no issues.
Any ideas?
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Well... you need to give more details.For starters... what software are you using? Cause I had a problem.. and it was a full black texture on the object.But the cause of the problem was directory path problem.But now it works fine, and I'm using 3ds Max + Photoshop.
And the DXT1 format option... try to use the "default".There are other options that work as well with Outerra.. but my "default" is :
(http://i.minus.com/jFpT7opZsmp5u.jpg) (http://minus.com/lFpT7opZsmp5u)
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Ah.. yeah.. and the Collada export options ( make sure you export it directly to a short path( long links may not read the texture ), and yeah dont copy the export... it doesent work sometimes or most of the times (use the original export) ):
(http://i.minus.com/jInjCpMzBU5B8.jpg) (http://minus.com/lInjCpMzBU5B8)
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Can you send us exported COLLADA file?
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Sure no problem.
See attached.
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Can you send us exported COLLADA file?
Any news on this yet Angrypig?
I have even attached a new file (dae) with the model saved as Triangles.
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It seems like an older bug in the engine, try to add another object into scene like cessna or tatra... i'm trying to find this bug but it's not easy...
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I tried to import just a wall and had some odd results. See below.
In the engine Not in the engine
(http://s7.postimage.org/cmo91p9wb/Dark_N_Lightwall1.png)
Is this related to the same Bug?
BTW using the build from yesterday, still getting same results.
Thanks
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You can't compare texture with screenshot from the engine. In the engine the sun light and sky ambient light is applied. There is another set of parameters from material definition like color multiplier, roughness, reflectance that can completely change the final color.
And it seems the wall is in the shadow that is why it has blueish tint.
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I agree, It looks like a shadow..but where in the middle of no where at the airport you guys have in the engine is it getting it?
See below:
(http://s2.postimage.org/c1befu805/Wall_Color_Issue.jpg) (http://postimage.org/image/c1befu805/)
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please send me the imported package, there is something wrong there...
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I think he needs more polys.I think I had that problem with huge objects with few polys.
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hmm yes if such big object has 6 triangles it can be problem
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Great idea looking in to this now. Details to follow.
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hmm yes if such big object has 6 triangles it can be problem
Ok have now shrunk the assets, and increased the Tri count, here are the results:
(http://s7.postimage.org/wtqsvmycb/Dark_N_Lightwall2.png)
Be Damned if I know where the shadow is coming from... Prob Aliens!!
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Have you tried to rotate the object.. move it... test it in different positions... see how it behaves?Try it again with some other object and different texture... something more simple.Or if not... start looking in to the software you are using to create the object and texture, maybe the problem is there.As I told you before, my problem was from Photo-Shop when I had my "black texture" problem.
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Have you tried to rotate the object.. move it... test it in different positions... see how it behaves? YES
Try it again with some other object and different texture... something more simpleYES.
Or if not... start looking in to the software you are using to create the object and texturePhotoshop, maybe the problem is there.As I told you before, my problem was from Photo-Shop when I had my "black texture" problem.
Tried Diff assets, Diff Poly counts, Diff Angles, Diff Textures, All render great in UDK and Cryengine, They are only having
those odd shadow effects in Outerra.
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Please send me COLLADA file for the "big object". The cube issue was caused by engine bug but this is different.
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Hehe... after all I managed to participate in here with an object as well ;D.
(http://i.minus.com/j7gf1p6Zk5u2z.jpg) (http://minus.com/l7gf1p6Zk5u2z)
And here is the .DAE file object.
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If you can't see the attachment, it is on the upper right of the screen.I don't know if its a visual bug on my side of the line.. but in case if it is the same... that's where I see it :D.
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I started playing with the object, rotating it, touching it with the ground... and the "shadow" is persisting only on that side of the object.
Details about the geometry... it has a 20,0 unit range on the edge around the face, 400 height and 265 width.. you can see from this print screen:
(http://i.minus.com/jXdM9h4ugkP0u.jpg) (http://minus.com/lXdM9h4ugkP0u)
The height of a "soldier" model that you have from the engine is like 75 and 85 units height, maybe it gives you some perspective of the values.
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And if it helps... I think this shadow bug is chained with the older "black with stripes" texture bug.I still have 2 screen shots I think with it:
(http://i.minus.com/jkeZ0f7AoQHjT.png) (http://minus.com/lkeZ0f7AoQHjT)
(http://i.minus.com/joPMbYLbPKutV.png) (http://minus.com/loPMbYLbPKutV)
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Please send me COLLADA file for the "big object". The cube issue was caused by engine bug but this is different.
Attaching Wall segment. I have a hirez ver but too lrg to attach that does the same thing.
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any update on this yet Pig?
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It's a depth buffer nonlinearity problem when using large coarsely tesselated objects in connection with huge view distances. There's a fix that slows down things a bit, but we want to make it adaptive when objects get close.
We'll make the fix an option in the configuration in the next version.
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Thanks for the heads up.
Have a great day.
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Just checking on when you think there may be an update posted. Would love to see our many assets placed in
Outerra. If you need any further assets to test with just shout, we are happy to help get the problem resolved.
Thnx
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Oh almost forgot about this, going to add that workaround flag.
There's one perf.problem with time flow on Nvidia that we need to fix, after that there will be an update.
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From what program are you exporting the models? When we load it into Blender and then export from it, it looks ok. It seems to be a bug in the importer, but we don't know what is causing it yet.
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The problem is certainly in the importer and it is probably cause by Y_UP parameter.
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From what program are you exporting the models? When we load it into Blender and then export from it, it looks ok. It seems to be a bug in the importer, but we don't know what is causing it yet.
We are using Softimage 2013
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Hi,
Any movement or updates on this thread?
Thnx.
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The shadow problem was fixed in some previous update, I forgot to update this thread. About the Y_UP we are not sure if it was fixed or not :)
Please test it with the latest version.
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Sure thing and will post an update to the findings.