3dsmax7, Ew ! Irredit doen't like my modeling :-)
3dsmax7, Ew ! Irredit doen't like my modeling :-)
Hello World !
Great engine, great tools, at first (congratulations are never too much especially when you come for help )
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 )
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.
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 !
Great engine, great tools, at first (congratulations are never too much especially when you come for help )
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 )
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.
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 !
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
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
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.
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.
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 !
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 !
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
.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
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
.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
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
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
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.
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.