Outerra forum
Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: AnimatedSyn on November 19, 2014, 02:19:57 pm
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Hello folks, for those who don't know, I created the Outerra Model Library. Located
at: www.OuterraModels.com (http://www.OuterraModels.com). I have started adding to the tutorials section
and I have created my first tutorial, "TUTORIAL: Import Sketchup to Outerra."
TUTORIAL: Import Sketchup to Outerra (http://www.youtube.com/watch?v=mfVfcXnXFpY#ws)
When I first started playing around with Outerra it was a little complicated and
overwhelming for someone with no experience in the field. Something like this
would have helped me out a ton! I hope it helps other new users!
--Jeff
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Is that an HWG robot in Outerra I see in your Google avatar... ;)
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Is that an HWG robot in Outerra I see in your Google avatar... ;)
It is and it is a model that is availabe at OuterraModels.com (http://OuterraModels.com)!
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lol "Bodyguard Robot?" Really?
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lol "Bodyguard Robot?" Really?
Someone hit me up with a proper title and description for this guy and I will update it. :)
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How did you get nvcompress to work within outerra importer?
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How did you get nvcompress to work within outerra exporter?
With mine it just worked. Kinda autolaunches. One time it error'd every time
it processed a file and I had to click cancel each time. However, it still worked
in the end.
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Then its a question for Cameni as I never got the fbx importer to convert texture to dds. I just gave it a try and still no nvcompress window during the import. Do i need to enter a command line somewhere?
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lol "Bodyguard Robot?" Really?
Someone hit me up with a proper title and description for this guy and I will update it. :)
https://wiki.teamfortress.com/wiki/Heavy_Robot
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Go post this over on www.reddit.com/r/outerra
EDIT.. Too Late
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Then its a question for Cameni as I never got the fbx importer to convert texture to dds. I just gave it a try and still no nvcompress window during the import. Do i need to enter a command line somewhere?
When you try to run bin/nvcompress.exe - does it work?
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When clicking nvcompress i get a brief Dos window pop-up. Then if i drag and drop a jpg onto nvcompress i do get a dds conversion. So nvcompress does work but not within the fbx importer.
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Also i just tested a jpg that the resolution is not a multiple of 4 , for example 317X258 and nvcompress will create a dds with that same resolution. So does it matter for the OT engine, that dds are not multiple of 4?
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There was a bug in texture loader that failed if dds texture resolution wasn't a multiply of 4. I think it was only failing on AMD cards, but it should have been fixed several versions back.
Hmm if nvcompress works, then something must be wrong with the launcher. What's your path to the OT program directory?
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Also i just tested a jpg that the resolution is not a multiple of 4 , for example 317X258 and nvcompress will create a dds with that same resolution. So does it matter for the OT engine, that dds are not multiple of 4?
I have noticed that the Outerra Engine does not seem to mind if it's not a multiple of 4.
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C:\Program Files (x86)\Outerra\Anteworld\
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https://www.youtube.com/watch?v=pYLKI23_as0
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You have to be a pro at sketchup to have so many tools :o
Yeah photomatch works quite well for modelling from photos. I once had to illustrate a building that was demolished and that only a few photos survived. I used photomatch to recreate the building so i could choose any angle to draw from. There is a similar tool in max, but i couldn't get it to work as well as sketchup.
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That is incredible! I've seen a number of programs which have similar functionality.
I am very interested in using a tool like this for modeling simple buildings, bridges, towers, vehicles, etc. It makes it far easier to reproduce complex geometry without orthographic (3 view) imagery, which is difficult to find. I noticed that some images might need pre-processing, to take out camera perspective warp. Imaging processing software is available which lets you adjust a 3d wireframe box, so you match the edges of the box to the curvature of the perspective, and it calculates the warp and applies an anti warp effect to essentially produce an orthographic image. This solves the problem where perspective causes straight edges to appear curved, given angle in the camera's field of view, and distance. It would be great if such a feature could be integrated with photo match, so you could do pre-processing on the image before modeling.
There is a similar tool in max, but i couldn't get it to work as well as sketchup.
Was this feature added in 3ds Max 2014? I can't find it for 2013 or previous versions. I am about to purchase an Autodesk 3ds Max full license, so I can't wait to be able to use this feature!!!
Regards,
Uriah
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Yep it's a feature that appeared in max 2014. It's called perspective match.
https://www.youtube.com/watch?v=rswNzZoVLh8
It's not clear the problem i had with it at the time, something about the reference photo moving or could't hold the exact same perspective view in the viewport. Now i'm thinking, i probably just needed to set a camera to go back to the very same view.