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Author Topic:   Help an idiot part two.
DanW
Pilot
posted 01-31- 07:12 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
The saga continues....

Well, I tried to test the import again. I went into max and did what Bryan said...i set w to 0.0 before i applied the uvw map..but after i selected all my faces and went back to uvw map to collapse the stack..i saw two uvw maps there (from what jt said that is no good). well, i went ahead and collapsed the stack anyway and exported the .obj file.

i put the .obj file in the p51d folder. the first time i imported the mesh this came up:

apparently i forgot to put p51-1tif in the images folder (the .obj files are called p51x)

so i exited out and reloaded the p51d.sm...put the p51x.tif into the images folder and imported again....i got this:


...but i got all of these warnings and stuff....something must tie in to the matrix message.

now the wierd part...i moved all the shit...p51x.ppf, cockpit.sm, p51x.sm and the textures into a folder called p51x. i made a mission and loaded it...i got this:

[img]http://www.paintaholics.com/Images/idiot2.jpg
[/img]

well, the part i textured showed up...but when i textured it in max i just used a solid yellow 256x256 .tif file.

the other wierd part is that the second time i imported, the p51x.tif file i made was not in the names directory.

i know i am close...either i messed up in max (hopefully it was the uvw mapping on there twice) or i exported wrong.........

aaaaaaaaaahhhhhhhhhhhhhhggggggggg.

[This message has been edited by DanW (edited 01-31-2000).]

[This message has been edited by DanW (edited 01-31-2000).]

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DanW
Pilot
posted 01-31- 08:29 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
IT WORKED IT WORKED IT WORKED!!

I remapped in max....picked the material..loaded it...hit UVW map..set W to 0.0...collapsed the stack. Exported the file per JT's instructions....Started OPS 1.1...opened the p51.d...loaded the p51x.obj...bam..instantly it turned yellow (my test color)..saved it..started the sim..damn it was still messed up...

I went back into OPS 1.1, opened the p51x.sm...looked in textures and saw my p51x.tif...doulble clicked it...it said height = 0, width = 0...i changed it to 256x256..saved it...and bam!!! IT WORKED.

Im too jaded to post the pic!!! Woo hoo.

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Bryan Russell
Pilot
posted 01-31- 08:30 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
The import in V1.2.x works like this:

1 If you have a part selected in OPS and only select one object from the import list it will import the OBJ object onto the selected part regardless of the name. I don't think it will do the matrix thing in this case.

2 If you have more than one object selected in the imported list, or no part selected in OPS it will do the name matching thing, and also probably the matrix thing.

From your pictures you are using method 1 for the first and 2 for the second. Doesn't matter but I thought I would mention it.


What I would do with the textureing , as a test at first anyway, is to export the scene to a OBJ file and then reimport it (reset the scene first otherwise the names will be duplicated). What that does is completely clears the modifier stack in MAX and gives you a clean slate. You can then do the mapping with the W = 0.0. Don't bother with smoothing and such as this stage. Also, one of tailslides problems with his texturing was something to do with a vertex defined twice in a face, which is also fixed with this method.

There are some disadvantages to this, but if you find any and you can live with them then use it.


it is valid to have two UVW map sessions for a single object. You arn't going to do each side otherwise! The stack should look like

Mesh Select->UVW Map->Mesh Select->UVW Map.

It could cause problems though if a previous map has some W componant.

Bryan

[This message has been edited by Bryan Russell (edited 01-31-2000).]

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DanW
Pilot
posted 01-31- 09:16 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
JT has me smoothing out the triangle edges first...exporting to quads...then reimporting to do the texture mapping. Are you saying that I can texture map first and then smooth the triangles?

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Bryan Russell
Pilot
posted 01-31- 10:20 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
You can probably do it in any order you want, I was just saying to not worry about anything but texture mapping until you sorted it out. Just makes things simple and focused on the job at hand

Looks like I might have screwed something in the texture size thing, 0w x 0h is meant to be a flag that tells the texture loader to assign the height and width based on the actual size of the texture it loaded.


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JT
Pilot
posted 01-31- 11:00 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
>Mesh Select->UVW Map->Mesh Select->UVW Map.

Bryan, I've just been collapsing the stack instead of using Mesh Select. Is there any advantage or disadvantage to using Mesh Select? Also, if I do use Mesh Select, should I collapse the stack before I do my final export?

One more thing... sometimes when I import my OBJ, a little dialogue comes up and tells me that I have "identical vertex index in face: 4". Can you tell me what that means and if I should worry about it? If it's a problem, how do I fix it. Sorry if you covered this before... I must have missed it.

Thanks in advance.

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