wrong mapping import from 3dsmax
wrong mapping import from 3dsmax
I have made a quite big map in max with textured done and exported in .3ds .When I import that to irredit it shows some texture at right place and rest r lost or weirdly place here and thr.
Is thr any thing that can be done to make it work fine.....
Is thr any thing that can be done to make it work fine.....
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First of all you should check your keyboard - vowels seem to be blocking quite often
Anyway, please show some screenshot and give some more figures: OS, device, driver, number of faces, etc. Maybe also upload the mesh somewhere so we can check it on our own. Some features are alo missing in the loader, so you might also want to check your exporter's options.
Anyway, please show some screenshot and give some more figures: OS, device, driver, number of faces, etc. Maybe also upload the mesh somewhere so we can check it on our own. Some features are alo missing in the loader, so you might also want to check your exporter's options.
thr are the details:
I am using max9, and .eds exporter of it.
description:a map
poly count: 6820
map channel :93 in 3dsmax
I have placed the .3ds and its texture in the same folder.
these are the max render .
second one
and now r the irredit import .3ds file
At some place as u can see some texture are correctly placed in irreditbut at some places their is no texture and some wrong placed.
the 3rd image has no texture and the 4th has wrong texture place in the
left wall. The pillars r also imported wrong in irredit.
is thr any specific method to do the mapping in the max ...
I am using max9, and .eds exporter of it.
description:a map
poly count: 6820
map channel :93 in 3dsmax
I have placed the .3ds and its texture in the same folder.
these are the max render .
second one
and now r the irredit import .3ds file
At some place as u can see some texture are correctly placed in irreditbut at some places their is no texture and some wrong placed.
the 3rd image has no texture and the 4th has wrong texture place in the
left wall. The pillars r also imported wrong in irredit.
is thr any specific method to do the mapping in the max ...
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Since some textures are correctly loaded and your mesh does not have structural artifacts I guess that you are using material properties which are not supported in Irrlicht. Check which properties you applied and play around with those settings. Maybe some max user can also tell you which properties are not good. Maybe you also did not export the whole mesh correctly (you have to convert the mesh beforehand, but I don't recall the name of this transformation).
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A few thoughts about exporting models from 3DSMax:
- For whatever reason, the .X format seems to be more compatible than .3ds. I believe this is due to the openness of the .X format, while .3ds is proprietary of Autodesk and closed (the technical references on which most importers were based are reverse-engineered and not native). I have had many issues with textures on .3ds models myself, and the solution seems to be to use .X instead (use the Panda exporter, which works very well)
- The import of large .X models in Irrlicht is much slower that most other formats however. On the upper side, .3ds only supports the 8.3 filename format for maps, while .X has no restrictions.
- If you want to see the maps displayed in Irrlicht exactly as you see them in Max, you should never adjust them using the Tiling/Offset/Angle adjustments under the "Coordinates" panel of the map channels. I know, these are very practical while you're within Max, but the resulting exported .X (or .3ds for that matter) will not comprise this data. You should instead apply *on a per material basis* a UVW map transform and adjust the gizmo until you obtain the desired effect.
- For whatever reason, the shininess value of the materials in 3DSMax and Irrlicht have no discernible relation. I must try this more extensively with all the material types in Max (Blinn, Strauss, Oren-Nayar, Phong, etc), but so far the shader model in Irrlicht has revealed itself very different from the Max behaviour. I usually set its value to 0 in Max and adjust it later in IrrEdit with success.
- It is a good idea to make the size of your textures to be a power of two on both dimensions. this seems to produce better filtering results within Irrlicht.
QL
- For whatever reason, the .X format seems to be more compatible than .3ds. I believe this is due to the openness of the .X format, while .3ds is proprietary of Autodesk and closed (the technical references on which most importers were based are reverse-engineered and not native). I have had many issues with textures on .3ds models myself, and the solution seems to be to use .X instead (use the Panda exporter, which works very well)
- The import of large .X models in Irrlicht is much slower that most other formats however. On the upper side, .3ds only supports the 8.3 filename format for maps, while .X has no restrictions.
- If you want to see the maps displayed in Irrlicht exactly as you see them in Max, you should never adjust them using the Tiling/Offset/Angle adjustments under the "Coordinates" panel of the map channels. I know, these are very practical while you're within Max, but the resulting exported .X (or .3ds for that matter) will not comprise this data. You should instead apply *on a per material basis* a UVW map transform and adjust the gizmo until you obtain the desired effect.
- For whatever reason, the shininess value of the materials in 3DSMax and Irrlicht have no discernible relation. I must try this more extensively with all the material types in Max (Blinn, Strauss, Oren-Nayar, Phong, etc), but so far the shader model in Irrlicht has revealed itself very different from the Max behaviour. I usually set its value to 0 in Max and adjust it later in IrrEdit with success.
- It is a good idea to make the size of your textures to be a power of two on both dimensions. this seems to produce better filtering results within Irrlicht.
QL
It's easier to curse a candle than light the darkness
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Adding a new mesh to the scene will always decrease FPS of the app. It just depends how much calculations are necessary to draw the mesh, how many vertices are generated, etc. For static meshes it might help to use an octTree (or is it ocTree then?). This reduces the amount of vertices drawn in each frame if large parts are not visible right now.
b3d is currently a very good format for animated meshes, for static meshes it is not that important which format to choose (except for the vertex number generated by each loader, often depends also on the exporter).
b3d is currently a very good format for animated meshes, for static meshes it is not that important which format to choose (except for the vertex number generated by each loader, often depends also on the exporter).
ya B3D is good,but cannot find exporter for max 9 ,
one more problem is also arising.The map as shown in max,is flipped in opposite direction in irredit.
i.e. if door is in right in max,it is left in irredit ( more explaination: map is shown in opposite direction, and no error or texture or other thing is thr).
and if map is horizontal in max ,it becomes vertical in irredit,.
one more problem is also arising.The map as shown in max,is flipped in opposite direction in irredit.
i.e. if door is in right in max,it is left in irredit ( more explaination: map is shown in opposite direction, and no error or texture or other thing is thr).
and if map is horizontal in max ,it becomes vertical in irredit,.
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Also
one thing i have found is that if you use max for characters and animations, ENSURE you use part naming conventions as :
left_hand, Left_foot.......and so on for your Bipeds
NOT left hand, left foot....ect.
the reason is because the panda exporter will rename the bones in your biped to Left_Hand from left hand and you will be left with an x mesh that since the bones were renamed, the engine cant find refrences to. so good practice would be to open tyhe schematic view after you create a biped and go through the biped object and replace all the spaces with an under_score as well as any mesh parts with spaced names. this saves you having to first load the mesh in mview and resave it befor you import into the engine , cause remember , with each export some data can and alot of times is lost between exports.
left_hand, Left_foot.......and so on for your Bipeds
NOT left hand, left foot....ect.
the reason is because the panda exporter will rename the bones in your biped to Left_Hand from left hand and you will be left with an x mesh that since the bones were renamed, the engine cant find refrences to. so good practice would be to open tyhe schematic view after you create a biped and go through the biped object and replace all the spaces with an under_score as well as any mesh parts with spaced names. this saves you having to first load the mesh in mview and resave it befor you import into the engine , cause remember , with each export some data can and alot of times is lost between exports.