b3d format?

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NicholasMag
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b3d format?

Post by NicholasMag »

Alright i know im a beginner so why am i posting in Advanced help.... good question.

Now ive read through the forums and have noticed alot of support for b3d files. My problem is this:

When i load the zone into Irrlicht it comes out really funky looking... I mean the zone is there in its right aspect, just the textures seem to be really messed up.

Now from what ive seen the zone needs to be a power of 2 correct? i.e. 16x16 or 32x32 56x56, ect ect. I have check and I have that right.

Now ive also tried chenging ym texture files sizes to do the same but i come up with the same problem.

Is this on my end, or is it because the engine is not developed well enough to support the quality of my mesh?

And if its on my end, can anyone help me try and resolve this issue?

And if its on irrlichts rendering end, i guess i can wait until it is fully supported.

Thanks!
Luke
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Post by Luke »

Hi,

Could you post the mesh, I'll have a look at it,

What version of irrlicht are you using?

and what do you mean by funky looking, is it a lightmapped mesh?
Midnight
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Post by Midnight »

He'll be back in a day or so.

I don't have his mesh but I've observed the effects.

I'm sure he'll provide one when he returns.

Unfortunatly I deleted the screenshots I had of this also otheriwse I would post them.


it seems that the splatter type effects of b3d or rather t.ed cause the texture in irrlicht to not be blended properly and sometimes completely out of place. together we tested this to some extreme and it seems that it's a problem with the way that t.ed creates its b3d and how irrlicht loads it.

so basically try with t.ed and make it work please.. luke ftw.
vermeer
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Post by vermeer »

little data..

maybe with a posted mesh...

A shot in the dark: UVs messed up ? Cab be mimaps, flipped uvs, bad normals, etc. With the mesh, or another random mesh (not of your project if wanna keep it secret) where you observe the same problem, hanged in a free vault or somewhere for us to check, may be of help...
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Luke
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Post by Luke »

so basically try with t.ed
I got the ted meshes working perfectly before :), but I hacked the openGL driver a bit, I'll have a look and see if it works with the normal openGL driver now, there were a few bugs fixed.

I'm not sure if that's what NicholasMag is talking about but.


NicholasMag, we need more info, a mesh, a screen shot, etc
NicholasMag
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Post by NicholasMag »

Hey,

Can do, i will give you both. The mesh's textures seems a little off compaired to how it was designed in the program, but oh well it loads it at least.

Im using Irrlicht 1.3, and the mesh can be exported with a lightmap, but i dont have that option set. And im using Direct3d 9.0 if that is any different. Ive tried all of the renderers and get the same effect.

The mesh i provided below, if you cannot get it to load properly, let me know and i will re-export using a different method. (BTW: Ive tried both methods of exporting and they dont work, if that question were to arise)

The mesh can be found here:
http://shadowedlands.net/files/realm.rar

The SS can be found here:
http://shadowedlands.net/files/realm.bmp (srry bout the bmp part, just did it as a quick save)
vermeer
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Post by vermeer »

seing ur mesh now...yet finding some hard time to guess in which way it is funky, I mean, Ihave not clear in which way is it wrecking it... one never knows, as often here there are too newbie art people, and what one think is an error, is an actual pretended thing by the guy making it... But I'll tell u in a min if I guess something...

Just in case...when u look at a mesh at a loooong distance , camera very high above, u can see it like if its lost detail, u need to aproach the camera to terrain level and then u see the real detail.Here, mipmaps and many other 3d features play an important rule, how u have activated etc, even how u have in ur system...

I have Unwrap3d, and have updated to teh last one, and last b3d plugin, so I can look at it quite comfortably...
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vermeer
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Post by vermeer »

hmmm
*huge* mesh..
nothing above the reasonable limits...32,000 tris imho is ok...tho depends on how you load it, I guess...

you made a grid...and asigned only an small tile of it...here is where some mult texturing would become really interesting thing to do...specially as b3d supports 4 materials (discount one for lightmaps at least..) so u have room for cool stuff, as I imagine luke's loader can do it ;)

double facing in the hills and roads...beware...that can produce z-fighting, it produced in b3 engine as far as I remember, and normals darking in other engines...

more..

er...sorry, the double facing could be all the way round, in what is not hills and land.
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vermeer
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Post by vermeer »

ur using alpha maps...probably...and lightmaps...but seems that if u need a road, u just plant an extra mesh coincident or almost with an underlaying terrain? I wouldnt do that...


if u can say, it also be cool to know which tool u used.

in my viewer, it all seems applied to granite texture only...
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vermeer
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Post by vermeer »

ok

gotta do certain stuff pending, so the result of my fast look:

can be a number of things. Ie, the very bright funky thing, maybe untextured polygons, for the way they are applied, outside or inside the engine.
there's an actual art prob, imho, i find in the b3d file overlapping faces. I dont recommend doing a terrain so, insetad: have your main mesh, and use multimaterials on a single mesh: you can apply and blend materials, ie , set a base materials, and set alpha mapped tga transparent maps so that u can let be seen some of the bellow base, and so with 3 layers of materials, but dont do it with overlapping meshes, just one mesh. This in case b3d loader in this engine supports it, which luke can inform you way better than I , I havent tried either.

ensure all normals are pointing the good way, which so seems...

looks like it's multiplying brightness there where u have an overlap of faces... ie, maximum in the roads... in some zones of the hills, less overlaps, so less bright...in the hills, no overlaps, or just fewer...

Final word of advice: use one mesh, do a real multimaterial of 3 layers, you shouldnt need more, and the forth in b3d file, for the lightmap.

I dream with it being possible to do in Blender one day and export from there the b3d...call me freak... ;) ...probably is possible already ;)
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Luke
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Post by Luke »

vermeer, the way the mesh is made should be fine,

I was playing around with the same kind of mesh here:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=17286

and I got it to work, but like I said a changed the driver a bit.

The changes I made to the b3d loader are included in 1.3, but I don't know if the drivers can support it yet. I think it's a bug, it's just not blending right, because it works when I copy the same blending code in the driver it is meant to be using so all meshes render with it (but the terrain was the only mesh)
vermeer
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Post by vermeer »

hmm..I see.
As a general rule in 3d, I'd see it way more interesting to use multimaterials than duplicating huge meshes, and risking it to normals darkening for too near walls (like the river in that thread? dunno,I just ask) , or problems with z fighting, multiplied for when camera gets far, accuracy, fov etc values can play bad with it, etc...besides in some engines chunks/stalls the performance when faces are adjacent(or double faces per exporter error, as some exporters suffer). But I am a deep ignorant of irrlicht ;)

Probably is a hack that has been invented for the lack of more material multitexturing power in irrlicht ? then I guess is the best solution...
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NicholasMag
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Post by NicholasMag »

@Luke-Im using T.ED as well to build these zones. Me and my team have moved over to Irrlicht from RC. So all of our zones are in .b3d format :cry:

So it does work properly, from what you have said, it just has a bug that needs to be fixed? And thats it? if so sweet, i can wait until that fix comes out.

@Vermeer-Im wondering, when you said you loaded the mesh it was just the granite texture? Like i said there are 2 ways that i can export it, basic mesh(just granite texture) and then alpha vertex(all textures applied to zone). If yas need me to i can upload the Alpha Vertex mesh.
vermeer
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Post by vermeer »

well, am curious for the other version, I'll be glad to look at it. Yet tho seems is something Luke is aware :)
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NicholasMag
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Post by NicholasMag »

@vermeer:Ok heres the vertex alpha version:

http://shadowedlands.net/files/realm_vertex.rar

Let me know how that goes.

@Luke: What setting do you have selected when exporting with T.ED? Should I export as seperate blocks? If so i didnt think that way worked, but i can test it out.

And what should i set supertexture to? Right now I have it set to 1 it was 1500. Just trying things out...
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