Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Pages: 1 ... 23 24 [25] 26 27 ... 30

Author Topic: Importer  (Read 241709 times)

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Importer
« Reply #360 on: October 02, 2013, 01:30:33 pm »

Do you have textures in DDS format?
Logged

7HUND3R

  • Jr. Member
  • *
  • Posts: 34
  • newbie
Re: Importer
« Reply #361 on: October 02, 2013, 02:59:39 pm »

I'm not really sure how to export the 3D model to be conpatible eskechup 100% with outerra. I simply am going to
File / Export / 3D model format are selected DAE (Collada) and I created a file DDS unique but I do not see anywhere.
Logged

7HUND3R

  • Jr. Member
  • *
  • Posts: 34
  • newbie
Re: Importer
« Reply #362 on: October 02, 2013, 09:39:44 pm »

Problem turned out. the size of the dds hera not correct, in one of the post I found this:

- When saving dds textures, the size must be a multiple of 4, ie. 336 292x (291x 335 will not work)
Logged

7HUND3R

  • Jr. Member
  • *
  • Posts: 34
  • newbie
Re: Importer
« Reply #363 on: November 02, 2013, 08:58:58 pm »

I'm trying to create some trees but I have the following problem.

It FBX inporto in maya 2014 and I get charged whether



then exported in Collada and I get a single file coll but without pictures, so inporto in outerra and I get to yes.

Logged

FreeUser

  • Newbie
  • Posts: 6
  • Infographiste
    • Force Unifiée
Re: Importer
« Reply #364 on: November 15, 2013, 12:02:53 pm »

How do i import into Outerra a .otx ?
Logged

PytonPago

  • Hero Member
  • *****
  • Posts: 2284
  • It´s way too complex, dont let me try to explain !
Re: Importer
« Reply #365 on: November 15, 2013, 12:28:27 pm »

How do i import into Outerra a .otx ?

you just doubble-click on the .otx file (it will extract to the right place in Outerra directory) or right-click it and get the option "open with" - then select Outerra executable.
Logged
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.

FreeUser

  • Newbie
  • Posts: 6
  • Infographiste
    • Force Unifiée
Re: Importer
« Reply #366 on: November 15, 2013, 04:32:16 pm »

I have a question about the importer and collisions. Who may i add a collision on a cube from Blender ?
Logged

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Importer
« Reply #367 on: November 16, 2013, 03:40:48 am »

Collision system isn't finished yet, only supported collisions are terrain vs wheels which are defined in vehicle/aircraft physics...
Logged

7HUND3R

  • Jr. Member
  • *
  • Posts: 34
  • newbie
Re: Importer
« Reply #368 on: November 17, 2013, 04:37:14 am »

Why did I get this when importing in outerra with this latest version?


Waring: cannot compute the correct tangents for mesh "@1"! (missing/wrong UVs)
Waring: cannot compute the correct tangents for mesh "@0"! (missing/wrong UVs)
Logged

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Importer
« Reply #369 on: November 19, 2013, 06:27:28 am »

don't bother with this message it will be removed in the future...
Logged

Evildropbear

  • Jr. Member
  • *
  • Posts: 27
  • newbie
Re: Importer
« Reply #370 on: November 20, 2013, 02:39:59 pm »

Hmm I'm trying to export out of Cinema 4D, and I have the option to export as Collada 1.4 or 1.5

1.5 refuses to load in Outerra (cannot open file), but 1.4 does work.

Just a heads up for if anyone encounters a similar problem.
« Last Edit: November 20, 2013, 02:58:51 pm by Evildropbear »
Logged

mori

  • Member
  • **
  • Posts: 63
  • newbie
Re: Importer
« Reply #371 on: April 05, 2014, 09:44:52 pm »

Have you already implemented automatic import/conversion of convenient file formats like fbx, psd, tga etc, and if not, how long will it take for that to happen? I want to start making my cities soon but remembering how much time i spent on tinkering with dae and conversion is what stopping me.
Every engine nowadays supports direct fbx import and unity3d supports psd files, it's sort of industry standard, please consider.
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6718
  • No sense of urgency.
    • outerra.com
Re: Importer
« Reply #372 on: April 06, 2014, 03:20:04 am »

There's a beta FBX importer already (ctrl+F7), and the image format conversion is included as well. Not sure if it includes psd files though.
Logged

JLW1956

  • Newbie
  • Posts: 3
  • newbie
Re: Importer
« Reply #373 on: April 07, 2014, 09:37:23 pm »

I am having a problem "selecting" a model in order to move it.  I could initially select the Ring Gate (see attachment) and move it horizontally, vertically and rotate it.  But in the position it is in now, I can't seem to select it to move it down to the terrain or to rotate the Gate to the south to line up to the entrance of Orthanc.  I've read through the forum but can't seem to find anyone with a similar problem.  Any suggestions on how I can get the "select" working again.  I did notice that when selected, the axis were about 3 km from the center based on the ring being 1 km in diameter.
Logged

JLW1956

  • Newbie
  • Posts: 3
  • newbie
Re: Importer
« Reply #374 on: April 07, 2014, 09:39:44 pm »

I don't think the attachment went through with my previous post.  I've compressed and reattached.
Logged
Pages: 1 ... 23 24 [25] 26 27 ... 30