ChalklYne Posted August 25, 2013 Share Posted August 25, 2013 Ill be randomly posting all of the misc. help I need to complete the mod. Things I'm just not too sure where else to post. Things that might be holding me up from progressingToday's topic; When I export an .obj out of Softimage, it looks great. I can then import said model into Milkshape, Roadkill, ZBrush, etc. with no worries. When I import the .obj into milkshape, then export as MD3... sometimes I get a weird error where like 80% of the model will be correct, and the rest will be like, flopped to the other side or completely backwards? Seems like a transform freezing issue or something right? But how can I be getting these issues just randomly? How do the transform issues don't show in Milkshape or ZBrush or Roadkill but in Radiant and ingame the MD3's are sometimes wonky? Any ideas? It causes me to rebuild like... I dunno a few models. Not that bad, but still... ill make 5 models and have to fully rebuild 1 because of this. Any ideas? I center the model back at 0 0 0 in 3d space before I export. Transforms all froze and modelling froze at 0,0,0 before initial export of .obj from Softimage. Imported into Milkshape, connected with texture file, generated .qc file, renamed the 2 paths, then exported MD#. Imported the MD3 into Pakscape, saved that, opened Radiant and this is what I get Link to comment
minilogoguy18 Posted August 25, 2013 Share Posted August 25, 2013 So polygons are essentially being flipped? In Softimage try to keep the option of backface culling on in the display settings which can help avoid you drawing polygons with the vertex's in the wrong order. A transform issue will only cause all polygons to be flipped or the backfaces facing out, which of course games do not render backfaces unless told to via shaders in the instance of JA. You can see this by giving your model negative scaling values. My best advice would be to keep backface culling enabled and if you draw a polygon oddly causing it to not face out with all the others around it you can easily spot it, select it and use the tool "invert polygons" in the model>modify>polymesh menu. Freezing the objects construction history and transforms will not fix polygons that are individually inverted. Link to comment
ChalklYne Posted August 25, 2013 Author Share Posted August 25, 2013 @@minilogoguy18 I uploaded a pic to my previous post.. it's not inverted, like.. smashed into itself. And it's probably the third I've encountered like this so far maybe 4th. Link to comment
ChalklYne Posted August 25, 2013 Author Share Posted August 25, 2013 https://www.dropbox.com/s/7jlb656ye69jdys/ext_corridor.obj see what it looks like to you? Link to comment
minilogoguy18 Posted August 25, 2013 Share Posted August 25, 2013 Host the model and post a link to it in this thread and maybe I can tell you what's wrong with it or if it's something caused by being put through multiple formats which can happen. Link to comment
minilogoguy18 Posted August 25, 2013 Share Posted August 25, 2013 I can see why things are getting messed up, the model is a total mess. There are literally tons of edges, polygons and vertex's that are not contributing to the overall shape and volume of the model. https://www.dropbox.com/s/8h5d1ssw8xa81f1/ext_corridor.obj Import that, compare it with yours and notice the differences as well as the lower polygon count without loss of detail. Your topology was to blame for the errors. Link to comment
ChalklYne Posted August 25, 2013 Author Share Posted August 25, 2013 you're going to have to post some pics here's what i get on the wireframe I see nothing wasted Link to comment
minilogoguy18 Posted August 25, 2013 Share Posted August 25, 2013 So you don't see those intersecting edges that do not add any volume? Or that edgeloop going around the outside of those squareish shapes that run in parallel with the boundary (lt blue) edges? I posted a link to the OBJ, trust me, if you look at them both in the same scene you WILL see a huge difference. Make sure you have the scene stats turned on for selected and unselected objects to see the difference in polycounts. Currently it sits at a mere 142 vertex's and 212 triangles without any loss of volume or detail. Previous numbers were 225 vertex's and 365 triangles. ChalklYne likes this Link to comment
ChalklYne Posted August 26, 2013 Author Share Posted August 26, 2013 I did notice somehow the extra edge loops on those weird shapes. I was having troube building those weird shapes with very few tris. you killed that though man good work there. This is a rebuild because I've had to build this peice 3 times now because of that weird error. no wonder now that i look at it. I was just confused about that weird shape and am not really sure how I ended up with that result as compared to your edit. Awesome stuff tho. Link to comment
minilogoguy18 Posted August 26, 2013 Share Posted August 26, 2013 The model I posted should export without error, although you'll probably have to redo the UV map since it was edited a little too heavily to not ruin the map. You could also use this to get your models to MD3 without using Milkshape. http://jkhub.org/files/file/1648-ase-to-md3-or-glm-file-converter/ ChalklYne likes this Link to comment
ChalklYne Posted August 26, 2013 Author Share Posted August 26, 2013 Next...I need to apply an env stage to this shader models/map_objects/tiefacility/huge_light_hollow { { map $lightmap rgbGen identity } { map models/map_objects/tiefacility/huge_light_hollow_diff blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } { map models/map_objects/tiefacility/huge_light_hollow_spec blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular } { map models/map_objects/tiefacility/huge_light_hollow_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } I want it to have an alphagen const integer so I can adjust the amount of "reflection" in it. Any thoughts? Link to comment
CaptainCrazy Posted August 27, 2013 Share Posted August 27, 2013 Bad edges always cause problems like this xD Link to comment
ChalklYne Posted September 11, 2013 Author Share Posted September 11, 2013 Anybody know a great deal about shaders? Link to comment
AshuraDX Posted September 11, 2013 Share Posted September 11, 2013 I just recently gave an example for what you wanted help with in this thread http://jkhub.org/topic/2575-making-env-mapsshiny-for-weapons/ DT. likes this Link to comment
Lamented Posted September 29, 2013 Share Posted September 29, 2013 Wrenches in the motor... That's what she said. Link to comment
eezstreet Posted September 29, 2013 Share Posted September 29, 2013 zzzz Circa likes this Link to comment
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