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Author Topic: Importer  (Read 286515 times)

mLichy

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Re: Importer
« Reply #315 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" : ""
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mLichy

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Re: Importer
« Reply #316 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? 
« Last Edit: April 21, 2013, 08:37:01 pm by mLichy »
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monks

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Re: Importer
« Reply #317 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
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Midviki

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Re: Importer
« Reply #318 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. :)
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mLichy

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Re: Importer
« Reply #319 on: May 08, 2013, 09:05:49 pm »

Check the matlib file and make sure the name is right.
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M7

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Re: Importer
« Reply #320 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.
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monks

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Re: Importer
« Reply #321 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
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monks

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Re: Importer
« Reply #322 on: May 09, 2013, 07:57:35 am »

It's ok, solved. It was the filename length  ;)

monks
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PytonPago

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Re: Importer
« Reply #323 on: May 09, 2013, 10:07:19 am »

It's ok, solved. It was the filename length  ;)

monks

what is the maximum ?
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angrypig

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Re: Importer
« Reply #324 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...
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monks

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Re: Importer
« Reply #325 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
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ZeosPantera

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Re: Importer
« Reply #326 on: May 09, 2013, 01:12:06 pm »

TextureForTheFrontBitofTankButNotYetTheRightColorGreenSoCheckBackLaterK.dds
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PytonPago

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Re: Importer
« Reply #327 on: May 09, 2013, 01:25:23 pm »

TextureForTheFrontBitofTankButNotYetTheRightColorGreenSoCheckBackLaterK.dds

 ;D ;D
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

monks

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Re: Importer
« Reply #328 on: May 09, 2013, 01:40:25 pm »

...somebody had to do it...haha!

monks
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monks

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Re: Importer
« Reply #329 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
« Last Edit: May 09, 2013, 02:52:14 pm by monks »
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