.x animation not being textured properly
.x animation not being textured properly
UVW Unwrapped it and stuff.
Looks all fine in 3ds max, export it using Panda X and in Irrlicht the map is basically unwrapped it looks like.
does anyone know if you have to save the uvw settings or anything when exporting?
Looks all fine in 3ds max, export it using Panda X and in Irrlicht the map is basically unwrapped it looks like.
does anyone know if you have to save the uvw settings or anything when exporting?
I am going to become known as the advocate of kwxport.
Partially because of the headaches panda exporter has caused me before it is like a breathe of fresh air.
So give kwxport a go
http://kwxport.sourceforge.net/
It has proper skinning, animation and texture support that seems to be pretty compatible with Irrlicht.
Partially because of the headaches panda exporter has caused me before it is like a breathe of fresh air.
So give kwxport a go
http://kwxport.sourceforge.net/
It has proper skinning, animation and texture support that seems to be pretty compatible with Irrlicht.
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i've tried kwxport but nothing gets exported (x file exists but nothing in irrlicht), rather strange.
these are my kwxport options, i dont know if anything is wrong here?
and just to give a bit more info,
this is how my dude looks in 3ds max (hes not supposed to be graphically amazing, just an example project:
and when using panda this is what he looks like ingame. which from what I can tell is the texturemap applied to the model in 3ds max but with no consideration to the UVWUnwrap coords.
these are my kwxport options, i dont know if anything is wrong here?
and just to give a bit more info,
this is how my dude looks in 3ds max (hes not supposed to be graphically amazing, just an example project:
and when using panda this is what he looks like ingame. which from what I can tell is the texturemap applied to the model in 3ds max but with no consideration to the UVWUnwrap coords.
tangents are not supported from .x (as far as i know). I did write my own reader for them.
Tick on export materials.
I am guessing there is something with ur max file that the exporters don't like?
Does the character only have 1 material applied to it, and does it only have 1 UVW unwrap?
Have you tried collapsing the stack and exporting an unskinned character? If that works re skin it and try? Horrible I know but sometimes exporting can be a real pain.
Tick on export materials.
I am guessing there is something with ur max file that the exporters don't like?
Does the character only have 1 material applied to it, and does it only have 1 UVW unwrap?
Have you tried collapsing the stack and exporting an unskinned character? If that works re skin it and try? Horrible I know but sometimes exporting can be a real pain.
Help make Irrlicht even Better! Create and submit your own Irrlicht Extension
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I had an old version of the file before biped so redoing that, am i missing a step from here to physique? or is using physique the thing thats screwing it up
I usualy do mesh > uvw unwrap > create biped > add physique to mesh and join to biped > load animation.
When you say 'skinning' am i missing something?
I usualy do mesh > uvw unwrap > create biped > add physique to mesh and join to biped > load animation.
When you say 'skinning' am i missing something?
Ahh physique is the old style of riggin a character.
Try the skin modifier, its easier to use and a lot more powerful.
Try the skin modifier, its easier to use and a lot more powerful.
Help make Irrlicht even Better! Create and submit your own Irrlicht Extension
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am i missing a set when importing materials in for an animated character?
Code: Select all
IAnimatedMesh* NPCmesh = gameData.m_Smgr->getMesh("inn/q.x");
IAnimatedMeshSceneNode* NPCNode = gameData.m_Smgr->addAnimatedMeshSceneNode(NPCmesh);
NPCNode->setMaterialFlag(EMF_LIGHTING, false);
NPCNode->setMaterialTexture( 1, gameData.m_Driver->getTexture("inn/map.tga"));
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Try
0 instead of 1. Material count starts from 0.
Code: Select all
NPCNode->setMaterialTexture( 0, gameData.m_Driver->getTexture("inn/map.tga"));