3dsmax7, Ew ! Irredit doen't like my modeling :-)

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Neirda
Posts: 53
Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

3dsmax7, Ew ! Irredit doen't like my modeling :-)

Post by Neirda »

Hello World !
Great engine, great tools, at first (congratulations are never too much especially when you come for help :oops: )
I have some problems when it comes to get 3dsmax communicating with Irredit.
Look, I just modeled this nice tree (well, ok, it is not perfect but it is a test :wink: )
Image
But when I export it, it won't work, giving me some wierd result (and the few times i can have my mesh properly my texturing is not imported). I tried with . 3ds .x and .obj but always something wrong.
Image
Maybe it is the way I made it under MAX (though nothing so fancy, UVW mapping for leaves and that's all, the leaves are cubes). Maybe it's the way I didn't do it... Just don't know.

Hey, you pals who know the soft better than I, could you give some advices about the things to do/not to do due to the engine limitations and the correct options to take when people model with MAX ?
Thank you for help !
liger13
Posts: 119
Joined: Tue Jul 18, 2006 4:17 am

Post by liger13 »

have you applied the texture in the materials tab?

and turn off lights on the model for testing just to make sure
Neirda
Posts: 53
Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

Post by Neirda »

Well, I just tried and it doesn't change anything, plus the wire mode shows the model exactly like it is on the screen (means there is no wire displayed Oo).
I made the texturing under max, so it should have been imported.

If I could have advice on the way to have a "clean" work environnement and making 3ds and IrrEdit communicate properly with what tools, I would be so happy ;)
Virion
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Post by Virion »

I have the same problem. i wanna ask if possible to add a feature for texturing the sub-entity of a model? (sorry, i dont know what's the proper name for that)

because we apply 2 different textures onto the model. and only one of the texture will shown on the model. for example, the whole .obj tree (including leaves) will get the bark texture.
liger13
Posts: 119
Joined: Tue Jul 18, 2006 4:17 am

Post by liger13 »

umm, i dont think u can do that. U need to combine the two textures onto one .jpg or .tga or whatever you use. im not sure how todo that in 3dSMax but if its anything like maya you have todo a thing called UV mapping.
Neirda
Posts: 53
Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

Post by Neirda »

Oh, right, I will try this when I can, thanks
Neirda
Posts: 53
Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

Post by Neirda »

Ok, Virion, I found out how to override the problem, but we will both have to change our texturing habits :)
1. Instead of using separates textures, gather all in one picture file (prefer .tga if you want transparency).
2. If your model is composed of several meshes, you will have to attach them all in one if you don't use to do it. (Edit Mesh > Attach tool).
3. Learn how to use the UVW unwrap tool, you should be able to find a lot of tutorials over Internet.
4. Import and enjoy ;)

If you are still having troubles, don't hesitate to report here.

EDIT : Well "I found out". Shame I didn't mention the precious help of liger13. Thanks again !
muniraj
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Joined: Wed Feb 07, 2007 6:54 pm

Post by muniraj »

I am facing one more problem regarding this ,the things are flipping,

ex. if i have a minigun having box on left side attached to it,in irredit it will show that in right....

help
Neirda
Posts: 53
Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

Post by Neirda »

Okay, it's me again ;)
I still have problems with all the formats I use to importe 3dsmax models.
It's annoying, because those formats all have qualities and lacks which makes each hardly useable.

.3ds format has no problem when importing several "unattached" nodes in one file (like in this picture), which makes it FAR more convenient for texturing. BUT on the other hand, once you try to put a light on the scene, the imported meshes have an ugly "Unsmoothed" look and as far as i tried I couldn't get rid of it :(
Image
.x format imports good looking smoothed models, BUT if you try to import a .x file composed of several nodes, it will look all crushed as in the first few images of this thread...

So my question is basically : is there a "best" export format to use ? Or something to do with Irrlicht/Irredit so that I will be able to use my meshes (maybe I didn't see some option, although I really tried a lot of things) ?

To finish on a good point, here is a test screenshot from my modest project :)
I will tell you longer about it in the dedicated forum, later :)
Image
Image
Image
hybrid
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Post by hybrid »

We don't have smoothing groups support for 3ds in Irrlicht, yet, so you have to export smoothed per-vertex normals. The .x problem has to do with missing animations, there seems to be the need for at least one frame animation to initialise the transformation matrices.
Neirda
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Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

Post by Neirda »

Hi !
Thank you for the answer !
Yet...
I am ready to be insulted for that but... "export smoothed per-vertex normals" doesn't ring any bell for me :/ I tried several methods of meshsmoothing for my models but none of it worked to make .3ds models smooth.
As for .x exporter, setting animation frames to the model also didn't change anything :(
Maybe I didn't do something right although : .x max exorter has a lot of options to deal with.

Another problem of .x exporter is that when you set a light into the scene, the model is illuminated... Behind the light itself. I mean, if you want to illuminate on the right you have to set the light left (if I am not clear, I will post a screen).

Thanks again for help :)
Neirda
Posts: 53
Joined: Fri Feb 23, 2007 4:41 pm
Location: Chengdu, China

Post by Neirda »

Ok... After I tried a lot of things with .x exporting, I was able to get a mesh which looks like as intended.
The problems are : first I don't succeed every time (even with the same mesh), and second as I tried a lot of things, I really don't know which try did good or not...

I tried :
- Setting a one-frame animation, hybrid's idea.
- Converting everything into editable mesh.
- Binding every mesh to an invisible block.
- Playing with exporting options.
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