Outerra forum

Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: mori on July 18, 2013, 11:21:28 am

Title: Hello. I have issues.
Post by: mori on July 18, 2013, 11:21:28 am
How to delete imported files from the list of imported files.
I don't like not being able to manipulate that.
Next where to find an example DAE file with predefined lods
and stuff, i have no idea what's written on wiki page,
it's like some ancient mesopotamian without pictures.
>>>>>>>>>>>>>>>>>>>>EXAMPLE FILE<<<<<<<<<<<<<<<<<<<
please.

And why this site is so slow? Is it a feature?
And i need to verify myself every time i post? Joking?
What is this?
Title: Re: Hello. I have issues.
Post by: PytonPago on July 18, 2013, 12:07:57 pm
How to delete imported files from the list of imported files.
I don't like not being able to manipulate that.
Next where to find an example DAE file with predefined lods
and stuff, i have no idea what's written on wiki page,
it's like some ancient mesopotamian without pictures.
>>>>>>>>>>>>>>>>>>>>EXAMPLE FILE<<<<<<<<<<<<<<<<<<<
please.

And why this site is so slow? Is it a feature?
And i need to verify myself every time i post? Joking?
What is this?

well, a lot is changing in time ... user-made small import helps are on forum scattered doe. There was the simple tatra model posted http://www.outerra.com/forum/index.php?topic=284.msg3275#msg3275 (http://www.outerra.com/forum/index.php?topic=284.msg3275#msg3275)   ... i try to make something when my project is working like it should ... (there are some troubles now, so a little wait is needed) ... doe, people will help if you ask specific questions. They are nice, friendly people.  ;)

... verifying always after posting ? ... like wanting you to login every time ?
Title: Re: Hello. I have issues.
Post by: mori on July 18, 2013, 02:32:13 pm
Yeah sorry for attitude.
So there's only a 3ds model not dae.
I need some example of how to compose hierarchy in dae file.
Title: Re: Hello. I have issues.
Post by: PytonPago on July 19, 2013, 03:40:58 am
Yeah sorry for attitude.
So there's only a 3ds model not dae.
I need some example of how to compose hierarchy in dae file.

... no ofence taken  :D ... well, the hierarchy is taken as a base of bones for the importer (should keep that in mind), there are a few good posts already :

http://www.outerra.com/forum/index.php?topic=1558.0 (http://www.outerra.com/forum/index.php?topic=1558.0)
https://www.youtube.com/watch?v=0qafnUKaHTs (https://www.youtube.com/watch?v=0qafnUKaHTs)
http://www.outerra.com/forum/index.php?topic=1591.msg18043#new (http://www.outerra.com/forum/index.php?topic=1591.msg18043#new)
(the hierarchy image is missing i think, but simply, all wheels are parented to the base, witch is primary in hierarchy - but would see in importer videos too, as ite hierarchies match in the script-enabled bones menu of the importer)
http://www.outerra.com/forum/index.php?topic=1558.msg17857#msg17857 (http://www.outerra.com/forum/index.php?topic=1558.msg17857#msg17857)
http://www.outerra.com/forum/index.php?topic=1721.msg21821#msg21821 (http://www.outerra.com/forum/index.php?topic=1721.msg21821#msg21821)

... would be good, if you go trough all of those topics ... may even ask their creators a thing or two if interested more too ... 
I will try give my model when it works correctly ...

... as for the verifying problem, it should not do that all the time. Maybe there is some option in your browser, not allowing the cache be written (not indexing that you logged in already) or some cache-cleaner getting that done ... try look into that.
Title: Re: Hello. I have issues.
Post by: mori on July 22, 2013, 07:04:39 am
Me with my issues again.
(http://i.imgur.com/Y5Rk30f.jpg)
Just raw baked ao.
Im trying to import it using Nvidia Tools for photoshop
for conversion.
(http://i.imgur.com/skgXNLk.jpg)
First - no ATI1 format.
No idea where is it.
After importing into engine i see this
(http://i.imgur.com/yhZiFUH.jpg)
And it is DXT1 and you can see the texture is there, it's just
wrong.
What i am doing wrong?

Title: Re: Hello. I have issues.
Post by: angrypig on July 22, 2013, 11:58:29 am
What do you want to achieve? ATI1 format can be used only for reflectance/roughness/opacity maps. The only tool able to generate ATI1 is command line version of Nvidia Texture Tools (i don't know why it isn't included into Photoshop plugin)
https://developer.nvidia.com/gpu-accelerated-texture-compression

Title: Re: Hello. I have issues.
Post by: murkz on July 22, 2013, 01:42:34 pm
I use gimp for the dds conversion.
Title: Re: Hello. I have issues.
Post by: mori on July 22, 2013, 02:13:02 pm
The problem is that it doesnt read the texture.
I can't figure out where it is stored in the first place, where the engine copyes it when i import.
And also, because it doesn't update the model when reimporting, and i can't delete entries in
imported list i have this mess -
(http://i.imgur.com/UHgND7N.jpg)
I figured out tow LOD's work, node hierarchy,
now im figuring out the texture importing, and i
have no luck yet making it work.
(http://i.imgur.com/YvWdvfQ.jpg)
Title: Re: Hello. I have issues.
Post by: cameni on July 22, 2013, 02:57:36 pm
The old models can be deleted from your data directory (you selected during install, by default c:\users\yourwinname\outerra). The packages are folders under packages/morikubo/. Model files are *.objdef, delete the ones you don't want. A package can contain multiple models and skin files, so the importer doesn't delete other objdef files there when importing. Textures are in that folder too.

On AMD the textures won't load when they extents are not multiples of 4.

You may have to edit the matlib file to assign the texture to the right slot, please post the matlib file.

Title: Re: Hello. I have issues.
Post by: mori on July 22, 2013, 04:28:50 pm
The old models can be deleted from your data directory (you selected during install, by default c:\users\yourwinname\outerra). The packages are folders under packages/morikubo/. Model files are *.objdef, delete the ones you don't want. A package can contain multiple models and skin files, so the importer doesn't delete other objdef files there when importing. Textures are in that folder too.

On AMD the textures won't load when they extents are not multiples of 4.

You may have to edit the matlib file to assign the texture to the right slot, please post the matlib file.

Thanks for mentioning that directory! :)
Texture is 1024, i have nvidia gtx670, matlib i think is allright
(http://i.imgur.com/gQYKLU5.jpg)

Code: [Select]
[
{
"name" : "White__Water_Tower_LOD0_",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "0_Water_Tower_1_diffuse.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
}]

So.. :/
Title: Re: Hello. I have issues.
Post by: cameni on July 22, 2013, 04:35:30 pm
And the dds texture looks ok in Irfan?
Try renaming the dds file to something shorter, as well as in the matlib file - there was a problem with long file names once.
Title: Re: Hello. I have issues.
Post by: mori on July 22, 2013, 05:07:15 pm
And the dds texture looks ok in Irfan?
Try renaming the dds file to something shorter, as well as in the matlib file - there was a problem with long file names once.

Sad that yes, its ok in irfan, and short name doesnt seem to help
Title: Re: Hello. I have issues.
Post by: cameni on July 22, 2013, 05:34:45 pm
Hmm, then it looks as if the texture coordinates weren't there or something. Are there some warnings/errors in the import log?
Title: Re: Hello. I have issues.
Post by: mori on July 22, 2013, 07:42:22 pm
Hm... how the engine reacts on overlapping uvw?
Cuz i have a lot of it in my models
maybe that's the case.
But udk for example eats that, and only the lightmap uvw must be non-overlapped.
I have one warning on details(which is separate model in that package), but i havent worked with them yet.
Can it be possible that engine uses 0 channel, and 3ds exports 1 channel?
Can i be the case? I tried to change to 0, but max wont let me do that.
Title: Re: Hello. I have issues.
Post by: mori on July 23, 2013, 09:29:38 am
Well, since there is not solution, i will be doing next model and wait for patch.
Title: Re: Hello. I have issues.
Post by: ddenn on July 23, 2013, 10:48:59 am
Try to rename material in your editor to simple name before exporting to DAE, it's often the problem
Title: Re: Hello. I have issues.
Post by: mori on July 23, 2013, 01:08:20 pm
(http://i.imgur.com/4RejGpt.jpg)

:)

Thank you, that was the problem.
Title: Re: Hello. I have issues.
Post by: ZeosPantera on July 24, 2013, 12:17:56 am
Thank you, that was the problem.

In no other place would I look upon a lonely watertower and murmur the word...


Glorious.
Title: Re: Hello. I have issues.
Post by: PytonPago on July 24, 2013, 12:48:22 am

In no other place would I look upon a lonely watertower and murmur the word...

Glorious.

... I think, such things just ask for being turned into bits and pieces pouring water. Now, where is my demolition kit ?  ;D

A nice watertower by the way, would be interesting to climb it up for a view.
Title: Re: Hello. I have issues.
Post by: Jagerbomber on July 24, 2013, 05:27:37 pm
JC2 anyone?
Title: Re: Hello. I have issues.
Post by: mori on July 24, 2013, 06:27:44 pm
Guys can you help me with converting to Ati1
im not able to convert it right both ways,
i don't know how to use nvidia tools, and ati
compressor just messes the dds up, so it appears
black in PS and irfan throws error.
Im stuck here :(
Title: Re: Hello. I have issues.
Post by: mori on July 24, 2013, 08:17:40 pm
JC2 anyone?

i don't understand
Title: Re: Hello. I have issues.
Post by: Jagerbomber on July 24, 2013, 10:09:57 pm
JC2 anyone?

i don't understand

Sorry... It wasn't really related to your thread topic.  :P

You can blow up watertowers, that look a lot like that one, in Just Cause 2.
Title: Re: Hello. I have issues.
Post by: cameni on July 25, 2013, 02:41:53 am
Guys can you help me with converting to Ati1
im not able to convert it right both ways,
i don't know how to use nvidia tools, and ati
compressor just messes the dds up, so it appears
black in PS and irfan throws error.
Im stuck here :(
Many viewers do not recognize the ati1 and ati2 formats in dds at all, did you test it in OT?
Title: Re: Hello. I have issues.
Post by: mori on July 25, 2013, 04:48:18 pm
Guys can you help me with converting to Ati1
im not able to convert it right both ways,
i don't know how to use nvidia tools, and ati
compressor just messes the dds up, so it appears
black in PS and irfan throws error.
Im stuck here :(
Many viewers do not recognize the ati1 and ati2 formats in dds at all, did you test it in OT?

... To being with, i put the ati1 dds into package folder where model is.
Then edited matlib
Quote
[
   {
      "name" : "towermat",
      "diffuse" : "185,185,185,255",
      "Ax" : "7",
      "Ay" : "7",
      "m" : "127",
      "tex_diffuse" : "0_Water_Tower_1_diffuse.dds",
      "tex_normal" : "",
      "tex_env" : "",
      "tex_opacity" : "",
      "tex_reflectance" : "Water_Tower_1_roughness.dds"
   }]

i put it into reflectance since i see no roughness.
Anyway, that changed nothing. Specularity or reflectance
on model appear to be consistent like if it was plain black or white image.

The worst part of this is the lack of manual.
Like this - http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf (http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf)
Title: Re: Hello. I have issues.
Post by: cameni on July 26, 2013, 02:03:37 am
Well, we all are waiting when angrypig delivers the manual he promised ...

Roughness is tex_env, see http://xtrac.outerraworld.com/trac.fcgi/wiki/material (http://xtrac.outerraworld.com/trac.fcgi/wiki/material)
Notice the texture values (interpreted as 0..1) multiply the m value given above.
Title: Re: Hello. I have issues.
Post by: mori on July 26, 2013, 12:56:11 pm
Thank you very much!
Title: Re: Hello. I have issues.
Post by: mori on July 26, 2013, 06:53:00 pm
Now another issue i have...
I can't export material tiling.
See what's happening:
in max
(http://i.imgur.com/dzQ10Gr.png)
(http://i.imgur.com/h54cciS.png)

in OT
(http://i.imgur.com/cAu0aiW.png)

That's really annoying because when i was messing around before,
i managed to make it work on this lol
(http://i.imgur.com/PEbGhs6.png)

what im doing wrong?
Title: Re: Hello. I have issues.
Post by: mori on July 26, 2013, 07:03:50 pm
yes this is extremely annoying, im walking through matlib and i see no way to fix this, how this was allowed omg.
Title: Re: Hello. I have issues.
Post by: mori on July 26, 2013, 07:08:18 pm
And i really think LOD3 appears TOO CLOSE to initial point, at least on big screen.
For max lod level it must be really barely visible, not like that, 500 meters and i already see the box without windows lol
(http://i.imgur.com/HWFeQzs.png)
Title: Re: Hello. I have issues.
Post by: mori on July 26, 2013, 07:15:29 pm
Another thing: i got a gap between Lod levels.

I made a lod0 and lod3, and nothing in between, and instead of using lod0 for all missing lods,
engine decides to just ignore it completely.

Ok i thought, somewhat makes sense maybe it's supposed to be like that i thought,
so i made Lod1 and lod2 nodes, and just copy pasted everything from lod0 there, except for details mesh.

Guess what, it doesn't work. Same gap, dissapearing model.

PLEASE READ POSTS ON PREVIOUS PAGE FIRST

upd yeah... 8 hours later... where is everybody? it's like a wasteland
Title: Re: Hello. I have issues.
Post by: mori on July 27, 2013, 08:08:35 pm
It seems i managed to overcome tiling problem,
simple uv scaling does the trick lol.
I just was quite used to some limitations
in other engines which forced to not exceed 0 to 1
uv space.
Title: Re: Hello. I have issues.
Post by: cameni on July 28, 2013, 05:54:48 am
The LOD curve is adjustable, angrypig needs to update his docs though.
As for the gap, it may be a mistake somewhere - can you share the package?
Title: Re: Hello. I have issues.
Post by: mori on July 28, 2013, 06:04:06 am
i will have to do a lot of stuff to return to that point i have only dae available with my attempt to copypaste from lod0 to lod1 and lod2
Code: [Select]
<library_visual_scenes>
    <visual_scene id="MaxScene">
     <node id="MORI_Rural_House_1" name="MORI_Rural_House_1">
        <node id="LOD0" name="LOD0_geo">
  <node id="node-House_1_LOD0" name="House_1_LOD0">
        <translate>9.716892 0 0</translate>
        <scale>1.605987 1 1</scale>
        <instance_geometry url="#geom-House_1_LOD0">
          <bind_material>
            <technique_common>
              <instance_material symbol="Material__2_1" target="#Material__2-material"/>
              <instance_material symbol="Material__6_1" target="#Material__6-material"/>
              <instance_material symbol="roof" target="#roof-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="Material__4_1" target="#Material__4-material"/>
              <instance_material symbol="_2_-_Default_1" target="#_2_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default_1" target="#_3_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
      <node id="node-Details_1" name="Details_1">
        <translate>-195.2372 -351.1793 37.26431</translate>
        <rotate>-1 0 0 -90</rotate>
        <instance_geometry url="#geom-Details_1">
          <bind_material>
            <technique_common>
              <instance_material symbol="roof" target="#roof-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_2_-_Default_2" target="#_2_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default" target="#_3_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default_2" target="#_3_-_Default_1-material"/>
              <instance_material symbol="_1_-_Default_1" target="#_1_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_2_-_Default" target="#_2_-_Default_1-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
      <node id="node-Details_2" name="Details_2">
        <translate>9.716892 0 0</translate>
        <scale>1.605987 1 1</scale>
        <instance_geometry url="#geom-Details_2">
          <bind_material>
            <technique_common>
              <instance_material symbol="_8_-_Default_1" target="#_8_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_9_-_Default_1" target="#_9_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_7_-_Default_1" target="#_7_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_0_-_Default_1" target="#_0_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_4_-_Default_1" target="#_4_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_6_-_Default_1" target="#_6_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_5_-_Default_1" target="#_5_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
  </node>
   <node id="LOD1" name="LOD1_geo">
   <node id="node-House_1_LOD0" name="House_1_LOD0">
        <translate>9.716892 0 0</translate>
        <scale>1.605987 1 1</scale>
        <instance_geometry url="#geom-House_1_LOD0">
          <bind_material>
            <technique_common>
              <instance_material symbol="Material__2_1" target="#Material__2-material"/>
              <instance_material symbol="Material__6_1" target="#Material__6-material"/>
              <instance_material symbol="roof" target="#roof-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="Material__4_1" target="#Material__4-material"/>
              <instance_material symbol="_2_-_Default_1" target="#_2_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default_1" target="#_3_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
      <node id="node-Details_1" name="Details_1">
        <translate>-195.2372 -351.1793 37.26431</translate>
        <rotate>-1 0 0 -90</rotate>
        <instance_geometry url="#geom-Details_1">
          <bind_material>
            <technique_common>
              <instance_material symbol="roof" target="#roof-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_2_-_Default_2" target="#_2_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default" target="#_3_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default_2" target="#_3_-_Default_1-material"/>
              <instance_material symbol="_1_-_Default_1" target="#_1_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_2_-_Default" target="#_2_-_Default_1-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
      <node id="node-Details_2" name="Details_2">
        <translate>9.716892 0 0</translate>
        <scale>1.605987 1 1</scale>
        <instance_geometry url="#geom-Details_2">
          <bind_material>
            <technique_common>
              <instance_material symbol="_8_-_Default_1" target="#_8_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_9_-_Default_1" target="#_9_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_7_-_Default_1" target="#_7_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_0_-_Default_1" target="#_0_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_4_-_Default_1" target="#_4_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_6_-_Default_1" target="#_6_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_5_-_Default_1" target="#_5_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
   </node>
   <node id="LOD2" name="LOD2_geo">
   <node id="node-House_1_LOD0" name="House_1_LOD0">
        <translate>9.716892 0 0</translate>
        <scale>1.605987 1 1</scale>
        <instance_geometry url="#geom-House_1_LOD0">
          <bind_material>
            <technique_common>
              <instance_material symbol="Material__2_1" target="#Material__2-material"/>
              <instance_material symbol="Material__6_1" target="#Material__6-material"/>
              <instance_material symbol="roof" target="#roof-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="Material__4_1" target="#Material__4-material"/>
              <instance_material symbol="_2_-_Default_1" target="#_2_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_3_-_Default_1" target="#_3_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
      <node id="node-Details_2" name="Details_2">
        <translate>9.716892 0 0</translate>
        <scale>1.605987 1 1</scale>
        <instance_geometry url="#geom-Details_2">
          <bind_material>
            <technique_common>
              <instance_material symbol="_8_-_Default_1" target="#_8_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_9_-_Default_1" target="#_9_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_7_-_Default_1" target="#_7_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_0_-_Default_1" target="#_0_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_4_-_Default_1" target="#_4_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_6_-_Default_1" target="#_6_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
              <instance_material symbol="_5_-_Default_1" target="#_5_-_Default-material">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
        <extra>
          <technique profile="OpenCOLLADA">
            <cast_shadows>1</cast_shadows>
            <primary_visibility>1</primary_visibility>
            <receive_shadows>1</receive_shadows>
            <secondary_visibility>1</secondary_visibility>
          </technique>
        </extra>
      </node>
   </node>
   
  <node id="LOD3" name="LOD3_geo">
  <node id="node-House_LOD3" name="House_LOD3">
<translate>-19.28358 -8.453674 0</translate>
<instance_geometry url="#geom-House_LOD3">
  <bind_material>
<technique_common>
  <instance_material symbol="_4_-_Default" target="#_4_-_Default_1-material">
<bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="0"/>
  </instance_material>
</technique_common>
  </bind_material>
</instance_geometry>
<extra>
  <technique profile="OpenCOLLADA">
<cast_shadows>1</cast_shadows>
<primary_visibility>1</primary_visibility>
<receive_shadows>1</receive_shadows>
<secondary_visibility>1</secondary_visibility>
  </technique>
</extra>
  </node>
  </node>
  </node>
    </visual_scene>
  </library_visual_scenes>


Title: Re: Hello. I have issues.
Post by: angrypig on August 01, 2013, 04:24:42 am
Now another issue i have...
I can't export material tiling.

That's really annoying because when i was messing around before,
i managed to make it work on this lol

what im doing wrong?


This is bug in COLLADA importer, i just found it. It will be fixed in next update.

Title: Re: Hello. I have issues.
Post by: Jagerbomber on August 01, 2013, 05:49:50 pm
(http://www.google.com/url?sa=i&source=images&cd=&docid=EAvBBTAn7mkOQM&tbnid=vbTXEaA1kddaRM:&ved=0CAUQjBwwAA&url=http%3A%2F%2Fi.minus.com%2FibbPI6bWhAGr8B.gif&ei=vtf6UezjILO64AOT7YGoDg&psig=AFQjCNHdU7Af3O1zkEhR6fxbonLwUxHECA&ust=1375480126614598)