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Author Topic: Importer  (Read 364730 times)

ZeosPantera

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Re: Importer
« Reply #270 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.
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mustang60348

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Re: Importer
« Reply #271 on: January 31, 2013, 06:49:11 am »

Any news on adding easier ways to import models, i.e. selecting multiple bones easier etc.
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ddenn

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Re: Importer
« Reply #272 on: February 04, 2013, 01:27:59 am »

Again about lods, in the wiki importer article 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, and LOD0 is always visible with the base object



EDIT: I received an explanation of the LoD system from Angrypig, the system works as it should, LOD0 is a base object.
« Last Edit: February 04, 2013, 02:03:47 pm by ddenn »
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krz9000

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Re: Importer
« Reply #273 on: February 04, 2013, 01:55:05 pm »

ah well that info is kind of usefull :)
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hhrhhr

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Re: Importer
« Reply #274 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, 90Kb):


the result:
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ZeosPantera

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Re: Importer
« Reply #275 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?
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hhrhhr

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Re: Importer
« Reply #276 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.
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ddenn

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Re: Importer
« Reply #277 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,
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Midviki

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Re: Importer
« Reply #278 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?
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cameni

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Re: Importer
« Reply #279 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, that allows you to invert the direction of rotation of tire.
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Midviki

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Re: Importer
« Reply #280 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.
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Luishi5k0

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Re: Importer
« Reply #281 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?
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Midviki

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Re: Importer
« Reply #282 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.
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Luishi5k0

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Re: Importer
« Reply #283 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.
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angrypig

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Re: Importer
« Reply #284 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...
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