Problem with texturing bullet

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SirSami
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Joined: Mon Mar 24, 2008 2:18 pm
Location: Finland

Problem with texturing bullet

Post by SirSami »

Hi again! I have a little problem with texturing bullet. I modelled a bullet and saved it to .3ds. I made texture what is 128*128 size. And then I tried to watch it in mesh viewer. I saw only a flat color...

Image

Texture is working fine in blender but when I try to load it to mesh viewer it is only flat color :? What the problem can be?
JP
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Post by JP »

Did the texture load ok? What does the console output say about the texture?

If it did load ok then does the flat colour of the bullet look like it's one of the corner pixels of the texture? If so then your texture coordinates probably haven't been setup properly.
Image Image Image
arras
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Post by arras »

This seems as if your mesh was not UV mapped. In such case all vertices would have texture coordinate 0,0 and color of first pixel would be also color your mesh is displaying.
SirSami
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Joined: Mon Mar 24, 2008 2:18 pm
Location: Finland

Post by SirSami »

It seems to take color from left-up corner I tried to change that pixel color and the whole bullet color changed. How do I change texture coordinates?
Virion
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Post by Virion »

You need to wrap it with UV map.
SirSami
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Location: Finland

Post by SirSami »

How do I make that UV mapping? Do I have to change it in modeller program?
Vsk
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Joined: Thu Sep 27, 2007 4:43 pm

Post by Vsk »

Yes, blender allows to do that.
Take a look at the help page or google for it.
I don't think it is to difficult.. but in blender....
Halifax
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Post by Halifax »

Vsk wrote:Yes, blender allows to do that.
Take a look at the help page or google for it.
I don't think it is to difficult.. but in blender....
Do those ellipses suggest that it is harder to do in Blender than in other modellers, or that you don't know? :D

In fact Blender makes it pretty easy. The main problem with people that use Blender is the fact that they don't watch/read any tutorials prior to using it. Look up the Blender video tutorials on Blender.org and watch the one on UV wrapping.

Blender does in fact make UV wrapping really easy. It may be tedious, but it is easy. (And this is coming from a programmer.) My process in UV wrapping is this: Select the faces I want to unwrap, create a new texture, unwrap the faces, then straighten out any edges out need to with pinning and slight grabbing. Next I just rotate it around to get it into the right position, scale it a bit, then make a texture/apply the texture to it. Quite simple in fact.

And if you don't know what pinning is, then I will try to explain it as simple as I can. Say you have 4 vertices in which they aren't straight at all, and you want to make them a perfect square. Well you position the 3 vertices so as to create a slight square, then pin all three of them. Next you unwrap again, and it will make you a perfect square, thus maintaining the angles in the real mesh, but making it easy for you to wrap.

I tried to keep it as concise as possible, but eh, the best thing to do is to read the Blender tutorials. I learned it, and I am just a programmer.
TheQuestion = 2B || !2B
arras
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Post by arras »

Here are two freeware UVmapers:
UVMapper Classic
LithUnwrap v1.3 -go to download section and look for Lithunwrap.zip

I was not using UVMapper Classic but LithUnwrap is easy to use and suports 3ds files.

Your modeler should probably also support some kind of UVmapping.
Vsk
Posts: 343
Joined: Thu Sep 27, 2007 4:43 pm

Post by Vsk »

Halifax wrote:
Vsk wrote:Yes, blender allows to do that.
Take a look at the help page or google for it.
I don't think it is to difficult.. but in blender....
Do those ellipses suggest that it is harder to do in Blender than in other modellers, or that you don't know? :D

In fact Blender makes it pretty easy. The main problem with people that use Blender is the fact that they don't watch/read any tutorials prior to using it. Look up the Blender video tutorials on Blender.org and watch the one on UV wrapping.

Blender does in fact make UV wrapping really easy. It may be tedious, but it is easy. (And this is coming from a programmer.) My process in UV wrapping is this: Select the faces I want to unwrap, create a new texture, unwrap the faces, then straighten out any edges out need to with pinning and slight grabbing. Next I just rotate it around to get it into the right position, scale it a bit, then make a texture/apply the texture to it. Quite simple in fact.

And if you don't know what pinning is, then I will try to explain it as simple as I can. Say you have 4 vertices in which they aren't straight at all, and you want to make them a perfect square. Well you position the 3 vertices so as to create a slight square, then pin all three of them. Next you unwrap again, and it will make you a perfect square, thus maintaining the angles in the real mesh, but making it easy for you to wrap.

I tried to keep it as concise as possible, but eh, the best thing to do is to read the Blender tutorials. I learned it, and I am just a programmer.
I suppous you are right, and everyone say that in the long way blender is best.
But I will continue dislike in it cause I don't understand how in 2008 a modeller (artist work tool, (not programmer necesaraly)) has so horrible not intuitive GUI. It is seems like 1970 GUI made for a microasselmbler programmer.
I know that they can better it. (At least made look or use like it was at least from 1980 or forward ;)).
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