Gile[s]+my3d Texture Issue

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Ace
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Gile[s]+my3d Texture Issue

Post by Ace »

I've been getting crappy lightmapping when I try to load any my3d file from gile[s]. I've got the latest version of gile[s], the very latest version of my3d, and am even running it in the latest version of Irrlicht.

The problem is, when I load it in the modified meshviewer (for lightmaps) it loads all the textures, but for some reason the (UV?) texture coordinates are crazy. It does the same thing in the latest version of gile[s] as it did in older versions.

This .ASE file was created from 2 cubes and exported from 3ds max 6, loaded into giles, lit-up, rendered, then exported as .my3d from the latest version of giles. When I import it into Irrlicht the textures are screwy. I tried this with a 3ds file too, but my guess is that it's all with Gile[s] somehow.

I no longer get an error message thanks to the latest version, but nothing seems to have changed otherwise in the textures showing up all wrong in Irrlicht. I've played around with the settings in Giles as much as possible, but I'm going crazy trying to figure out what is making the textures appear so badly in Irrlicht!

I've uploaded all my working files here (small download) if any one would like to take a crack at it. I would really appreciate some experienced input on what could be happening. I'm pretty new at the workflow of making lightmaps so I might not even be able to use the modified meshviewer to display this lightmapping properly..? Though it works with the 3ds lightmaps so I don't see why not... Apparently SOMEONE has succeeded in doing this but I just can't figure out where the monkey wrench is in my workflow... :(

Anyway I appreciate the help I've gotten so far, especially from Afecelis. It's at least helped me to lightmap with 3ds max and learn the basics. I would just like to be able to do this in Giles due to its ease of use and it's great way of lighting scenes into one file! I just don't know what else to do... -________-;;;

Here's the file if you feel like giving it a shot:

http://host-a.net/getfile.php?usern=Ace&file=Giles.rar
afecelis
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Post by afecelis »

Ok, I just tested it and there are several things I'd like to check:
this is how I got it loaded in Irrlicht:
http://www.danielpatton.com/afecelis/Giles/giles01.jpg
For what I see, you added properties to your materials in 3dsmax that are automatically loaded by Giles. So to discard this I'd need you to upload your 3dsmax6 file as well. Wioth the max file I can also check if you're UV mapping your meshes properly.

so uplaod your max file and I'll check it 4 u.
Last edited by afecelis on Fri Nov 18, 2005 11:42 pm, edited 1 time in total.
Ace
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Post by Ace »

Awesome! I appreciate your help! :D

Here it is:

http://host-a.net/getfile.php?usern=Ace&file=3ds.3DS




EDIT: It's not the same .3ds but it was made in the exact same way with the same textures and whatnot. It should provide a base as to how I did everything.

I used my asset browser in 3ds max to drop in the textures on each of the objects, then I had to manually go in and paste the textures in the working directory where I would import the my3d file from.

(I'm new at 3ds max so I don't know any other way to texture map from within it. D: I am looking to learn though! :D)

BTW, that's exactly what I got, too! :(



EDIT2: I noticed that it seems to be mapping the whole texture on each face of each box. I'm not sure what I did to cause that, but it shows up great in Giles and 3ds max..?

Also, I've looked into maybe there being something being wrong with the way I'm naming the lightmaps and filename that the my3d loader doesn't like? I can load your giles my3d lightmapping example perfectly, so what am I doing so differently?

How do you personally UV map in 3ds and access your textures without the asset browser and drag and drop? Maybe it's that method that is messing everything up? If so, what's another way? :S
afecelis
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Post by afecelis »

how about this:
Image

better? :wink:

hehehe, just give me a minute while I upload my modified files and organize my ideas to make you some observations.
Ace
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Post by Ace »

Awesome~!!

I've GOT to know how you did that! :D Thanks a TON for your help so far!! :D
afecelis
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Post by afecelis »

One of the best ways to learn is by checking others files. I took yours and modified them according to what I know works for sure in Irrlicht; so I'm including all the stuff I changed in the zip file for you to check them up.

ok, here it goes:

1. Model your stuff in max. (max6 file is included).
2. Create a material for each of your meshes. yes, the method you're using is ok (dropping them into the difuse channel) but I'd change 2 things here:
a. Use jpegs instead of bmps. They're lighter and are more game-compatible.
b. don't use weird or long names on them like the ones you had. 3ds files have problems with textures with more than 8 characters in their names. I just called them "wood" and "floor".
3. When you create your materials in 3dsmax's material editor, assign them a name. You were just leaving them the Material#blah blah default. Call your materials the same as your jpegs (wood, floor). This will ensure you will identify them easily once you export to Giles.
4. Apply your materials to each of the meshes.Make sure you select the "show map in viewport" option in the material editor so that you can see your material applied in realtime.
5. UV map your meshes.Select each mesh, go to the modify stack menu and select "UVW map" from the drop down list. Select "box" as type of mapping, and play with your U and V values (horizontal and vertical). Once you get the tiling effect you want, you can collapse your stack.
6. Place an omi light, set its intensity, set it to cast shadows and do a test render. If you're pleased with the result, go to the next step, if not, keep on tweaking.
7. Export to 3ds. Tell it ok to preserve max's coordinates pop up dialog. And assign it a simple name; boxes.3ds.
8. Launch giles, open boxes 3ds and everything should display properly. Giles works hand-in-hand with 3dsmax materials, UV mapping and lights.
9. Render your scene in Giles, check the options I used in the giles file.
10. Export your scene. Again, use a simple name; boxes.my3d, and for the type of lightmap select jpg again and VERY IMPORTANT, whatever you call your lightmap has to end in "_lm". I called it "boxes_lm". it will then remind you to place it in the "Lightmaps" folder of your app.
11. Create a proper folder-file structure for your Irrlicht C++ app.Check how I organized the app. Finally , I moved the lightmap fiiles to its proper directory.

that's it. Quick and easy. Hope it helps.
I'm including a template project for you in MSVC express 2005.

grab it here:
http://www.danielpatton.com/afecelis/Giles/Giles01.zip

cheers!

edit: I called the "floor" material "fabric" in 3dsmax. So it's not compulsory that you name your materials in the material editor the same as your textures; but a way to remember their names more easily.

and yup, My3d kicks butt! :wink:
Last edited by afecelis on Fri Jun 30, 2006 2:54 pm, edited 2 times in total.
Ace
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Post by Ace »

Awesome! Thanks a TON! I definetly need to study up on this. I'll post when I actually succeed in getting through the process.

I've just got one question though. How would one go about making a material manually instead of just dropping it onto the object through the material editor? I'm not familiar with the UV modifier either but I'm hoping to learn. ^_^

Anyways, I will give it a shot and see if I can actually pull it off by myself! I've been at this for almost a week now! lol!! XD

Thanks again!
afecelis
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Post by afecelis »

If you got max properly installed just goto "help" and look for the tutorials included. There are plenty of exercises on material creation and UV mapping.

so now it's up to you, my friend! :wink:
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