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Author Topic: Wings3D & 3D Rad Texture Problem  (Read 4148 times)

« on: August 29, 2010, 09:10:24 AM »
First let me say Hello to everyone here. I'm new here, and quite intrigued by this software.
I'm a bit upset that my first trial has not gone smoothly, but that is to be expected I guess.

I am using Wings3D v1.2 and 3D Rad v6.46

I created a basic cube in Wings3D, then UVMapped to Projection Normals, Made the UVMap External, edited the texture in Paint.NET until I found all the correct faces to label them for future reference.
I double-checked in Wings3D that my texture UVs were correct.

I used radimp.exe as per the sticky in this board, and imported my custom SkinMesh.

When I view my model in 3D Rad, the texture is backwards/inverted.
I tried to solve this issue using any configurations that I could locate, however I have made no progress.

Has anyone here used Wings3D with 3D Rad successfully?
If so, please tell me how you went about it, and/or what I have done incorrectly.
Thanks in advance.

My time is limited, so I might not respond for a few days or so.
Thanks again.

Attached are screenshots of the issue and the files in question.
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Katy, TX
« Reply #1 on: August 30, 2010, 10:44:01 AM »
could be wings 3d exporter. Try to export as 3ds or lwo and use FragMotion to convert that file to directx.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #2 on: August 30, 2010, 06:56:40 PM »
Thanks for responding, but that didn't work.

The texture looked correct in fragMOTION v1.0.2, however after exporting and loading into 3D Rad I still get the inverted UVs.

There must be a way to get this solved..I doubt everyone here is simply "working around this" by drawing the textures backwards to compensate for the issue...

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Katy, TX

jestermon

« Reply #3 on: August 30, 2010, 08:33:17 PM »
Perhaps the UV's have the wrong "winding"
Import the file into Fragmotion
Select all with Ctrl-A
Reverse the vertex order with Ctrl-Shift-R
Re-export the file.

If this does not work, then Wings exports the UV's wrong... Use Fragmotion to create new UV's

1.. Export the mesh as an OBj from wings.
2.. Impost the mesh into Fragmotion
3.. Right-click in the Texture window and create new texture
4.. Right-click on texture to Load/Open texture
5.. Right-click on texture to make a material
6.. Ctrl-A to select everything in the 3d view
7.. Assign the material to the mesh  (Textures menu)
8.. Open the UV Mapper  (Textures menu)
9.. Create a new Box UV Map (for your box)
10. Stretch the UV map using corners, to fill the screen
11. Close UV Mapper
12. Export model as .x
13.. Do the Radimp thing

If you have a problem understanding the UV Mapper of Fragmotion .. use option 2
1.. Export model from Wings as .obj
2.. Download uvmapper (classic is free) at http://www.uvmapper.com/
3.. Load .obj mesh into uvmaper
4.. Edit->New UV Map->Box
5.. File->Save the model with the new UV Map
6.. File->Save texture map.. (line drawing in bmp format)
7.. Load bmp in Photoshop/gimp.. increase color depth..
8.. Place your textures in a new layer where it should go, using lines as guides
9.. Save your new texture
10. Load new .obj into Fragmotion
11. Create/load and Create material as in option 1 above, in fragmotion
12. Assign material to mesh
13. Dont do the UVMapping in Fragmotion, since you have a UV
14. Export and do your thing.

Option 3... If these dont work, then you have to do the Blender thing.. which is a lot more fun.

Edit: When exporting an .x file from fragmotion, you may have to "flip handedness" on the export dialog.. This also sometimes helps fix crazy things.
« Last Edit: August 30, 2010, 09:03:41 PM by jestermon »
« Reply #4 on: August 30, 2010, 09:58:18 PM »
Thanks jestermon for taking the time to try to help me out.
Unfortunately the issue still remains.

I've tried:

1. Using fragMOTION to create a new UV map for the mesh.
2. Using fragMOTION to create a new mesh with new UVs.
3. Using UV Mapper to create new UVs.
4. Using 3D Canvas to create a new mesh and UVs.
5. Using gmax to create a new mesh and fragMOTION to create new UVs.

I cannot stand Blender at all -- that isn't an option for me.

I really am at my wits end now.
Having used several programs to view my mesh correctly, and ONLY 3D Rad displaying it wrong is upsetting.
It makes no sense that I'm having this issue.
I don't see anyone else having trouble with textures like this on this forum, and yet no matter what I try all I get is the same incorrect results.

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Freelance Game Developer
Katy, TX

jestermon

« Reply #5 on: August 30, 2010, 11:10:26 PM »
If other programs seem to work ok, but not 3DRad, the only thing I can think of is that they use OpenGl, as apposed to Rad's DirectX.. See if a DirectX Viewer shows the stuff properly.. that should tell you if this is the case..
Just a passing thought..
But it seems as though you may need to invert your textures for the time being.. not really ideal, I agree.

PS. The new Blender 2.5x is really awesome, and has none of the junky interface of its predecessors.. Really a nice tool now.
« Last Edit: August 30, 2010, 11:12:13 PM by jestermon »
« Reply #6 on: August 30, 2010, 11:40:32 PM »
OK, I used the Microsoft DirectX Viewer utility that ships with the DX SDK, and I get the same result as in 3D Rad.
I guess its just that. DX vs OpenGL >_< I really hate microsoft for their retarded design.

Guess I'll check out that new Blender..but that uses OpenGL too...so I fear I'm going to be stuck with the same damn result!

-Frustrated :P
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Katy, TX

jestermon

« Reply #7 on: August 30, 2010, 11:44:11 PM »
You may have a "flawed" driver.. Try updating it, if that is an option..
Who knows, it may even let you see Dx games the correct way round .. (Sorry, could not resist that quip)

DannyG

« Reply #8 on: August 31, 2010, 12:09:35 AM »
Hi

Did some testing in Wings as I've never used it's UV mapping functions before (just modeled with it and used another program to UV map etc) and yes, Wings seems to be messing things up. I had the same issues as you with backwards UV's.

The ONLY thing I could find that would fix this is to Invert all faces BEFORE I used the UV mapper :P. Then Invert them again after I was finished. 

Not a great solution but, it's all I could come up with  :-[

Mic

« Reply #9 on: August 31, 2010, 08:17:29 AM »
Hi

Did some testing in Wings as I've never used it's UV mapping functions before (just modeled with it and used another program to UV map etc) and yes, Wings seems to be messing things up. I had the same issues as you with backwards UV's.

The ONLY thing I could find that would fix this is to Invert all faces BEFORE I used the UV mapper :P. Then Invert them again after I was finished. 

Not a great solution but, it's all I could come up with  :-[

Are you sure that it is only the UV? I know in 3ds max's pandasoft exporter that that there is a box that needs to be checked, otherwise the model will get turned and rotated on export. Could you place unique shapes by each side like a ball, triangle, box, etc. and re-export. So you can make sure that the exporter is not twisting the model, just messing up the UV's?

DannyG

« Reply #10 on: August 31, 2010, 12:29:04 PM »
Hey MIc

Yeah it appears to be a Wings UV problem. The models keep their original positions etc as seen below. I'm gonna check the Wings forum and see if there is a solution. The UV mapper is really kind of cool now that I've played with it. A shame it flips UV's like that though.

Here's a before and after doing the faces flipping trick I posted earlier:

Edit: These were exported to .x directly from Wings. Looked at the exporter options as well and couldn't find anything that would fix this unless I overlooked something.
« Last Edit: August 31, 2010, 12:36:39 PM by DannyG »
« Reply #11 on: August 31, 2010, 02:58:46 PM »
i just gave it a try also and noticed the UV gets messed up, except im using the 1.3.0.1 version

Currently using 7.22
« Reply #12 on: August 31, 2010, 10:13:32 PM »
You may have a "flawed" driver.. Try updating it, if that is an option..
Who knows, it may even let you see Dx games the correct way round .. (Sorry, could not resist that quip)

Updated to the latest drivers.
Didn't solve anything...And games that use DirectX don't look wrong.

Looked at the new Blender..its got terrible documentation as its still in beta. Might toy with it, but its still a far cry from being user-friendly. I still think its got the worst interface ever. :P

DannyG:
Tried the Inversion of Normals before UV-mapping, and that works..and its a bit better than having to draw my textures backwards. Thanks. I guess I'll live with that pain until the 3D Rad developers implement a UV inversion switch (hint hint)  ;D


-edit-

That still doesn't explain WHY I'm getting the same exact incorrect UV mapping results after creating my mesh/UVs with any other programs....
Can't blame it on Wings3D if I get the same erroneous results in 3D Rad when I didn't use Wings3D at any time in the process...
Hmmm

/edit
« Last Edit: August 31, 2010, 10:25:08 PM by DeveloperX »
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Katy, TX
« Reply #13 on: September 01, 2010, 02:29:57 AM »
That still doesn't explain WHY I'm getting the same exact incorrect UV mapping results after creating my mesh/UVs with any other programs....
Can't blame it on Wings3D if I get the same erroneous results in 3D Rad when I didn't use Wings3D at any time in the process...
Hmmm

Thank you for reporting this issue DeveloperX !

Does it happen in any other modeler you use even if you create a new model from scratch?

What other application have you tried? Other users here have different modelers but aren't experiencing UV issues apparently.

Please note that UV information isn't 'interpreted' by 3drad (or DirectX) in any way. UV information is encoded within the .x file and used as is by 3D Rad, so the problem is very likely in the procedure you are using to generate the .x file.
« Reply #14 on: September 01, 2010, 03:02:51 AM »
Quote
Looked at the new Blender..its got terrible documentation as its still in beta. Might toy with it, but its still a far cry from being user-friendly. I still think its got the worst interface ever.

Don't use the beta. It does not expot to directx (but if you export to .blender you could open it in the non beta version and export). Older version of blender is even worse (we are talking about interface), but it has trillions of YouTube tutorials on the net. Also some cool instruction DVD's to support the project.
FPS game creator for 3drad and >2000 games GamesAtNight
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