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

« Reply #15 on: September 01, 2010, 08:52:53 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.

As I said earlier, 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.

So using fragMOTION, gmax, and Wings3D to create the .x file all result in an incorrectly mapped object once it is loaded into 3D Rad.

Don't know why this is happening to me. When I get home from work tonight, I'll try a different computer and see if I obtain the same results..
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Katy, TX

jestermon

« Reply #16 on: September 01, 2010, 09:14:34 AM »
Unless you want to keep the mesh off the public circuit, could you post it here.. The one with the incorrect uv's made by wings, and the texture you wish to apply, so I can look at the uv's in the x file.. Maybe one can see something.. maybe right-handedness, flipped u's or v's .. may not help, but could give an indication.
« Reply #17 on: September 01, 2010, 10:41:44 AM »
I attached the files in a zip to the OP didn't I?
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Freelance Game Developer
Katy, TX
« Reply #18 on: September 01, 2010, 10:47:51 AM »
DirectX Viewer (The DirectX SDK) shows it reversed also.. (just a note..)

.x example cube:
http://local.wasp.uwa.edu.au/~pbourke/dataformats/directx/#xfilefrm_A_Simple_Cube
« Last Edit: September 01, 2010, 11:05:34 AM by mgear »
http://3dradder.blogspot.com/ <- Stuff 4 3DRad   | *Donate now: Post-prosessing shaders | External Script editor mEH*

jestermon

« Reply #19 on: September 01, 2010, 01:39:05 PM »
Ok.. Here's the cause of the problem.
Wings flips handedness of its mesh, thus also its UV's when it is exported, to matter what mesh type you use.. .obj, .x, or whatever
This means that all x values are inverted, a x becomes a -x and a -x becomes a x

to fix this problem, import the file into fragmotion, and then when exporting it to an x file, select the "flip handedness".. and your troubles have all gone away.

In a previous reply i stated

Quote
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: September 01, 2010, 01:41:40 PM by jestermon »
« Reply #20 on: September 01, 2010, 07:49:18 PM »
Ok.. Here's the cause of the problem.
Wings flips handedness of its mesh, thus also its UV's when it is exported, to matter what mesh type you use.. .obj, .x, or whatever
This means that all x values are inverted, a x becomes a -x and a -x becomes a x

to fix this problem, import the file into fragmotion, and then when exporting it to an x file, select the "flip handedness".. and your troubles have all gone away.

In a previous reply i stated

Quote
When exporting an .x file from fragmotion, you may have to "flip handedness" on the export dialog.. This also sometimes helps fix crazy things.

And I just said that Wings3D wasn't even used in a few tests and I obtained the same erroneous results.
And I tried the flip handedness option in fragMOTION and that didn't solve anything either.

Appreciate the help, but its not an issue in Wings3D if I obtain the same results using other software too.

So far the only meshes that I have been able to view in 3D Rad correctly are the ones that ship with the product.

No idea why I'm having this issue. I'll let you know how the tests go with the second computer system.
It has different specs (video card, cpu, ram, OS, etc) so that will say if its just my laptop that is bugging out or if its some weird bug in 3D Rad.
You want to know more about me?
Freelance Game Developer
Katy, TX

jestermon

« Reply #21 on: September 01, 2010, 08:11:54 PM »
Keep us posted, this is an interesting mystery.
« Reply #22 on: September 01, 2010, 11:06:22 PM »
OK, my test results are in. And boy are they confusing as hell.

I ran through identical procedures on both computers to run the tests.

I got different results for them only with Wings3D. On the other computer the .X export (yes, same wings3D version) the export worked fine when loaded into 3D Rad.

For fragMOTION, both computers gave me the wrong results.
For gmax, both computers gave me the wrong results.

The texture looks wrong in the DirectX .X Viewer utility on both computers.

I copied the .X file from the computer that the file loaded correctly to my laptop (this computer) and the model looks wrong here. ???

I honestly have no idea what is going on here.
Oh well. guess I'll have to use that normal-flipping trick if I want to do anything with 3D Rad.
You want to know more about me?
Freelance Game Developer
Katy, TX

jestermon

« Reply #23 on: September 02, 2010, 11:00:21 AM »
I do most of my box modeling with wings, since its so intuitive.. But never use its other features, such as UV's etc. since they are rather "screwy".

Really a weird situation you have there... But at least you have a "hack" to get your stuff working for Rad, which is what really counts :)
« Reply #24 on: September 10, 2010, 09:23:13 PM »
Hello
Can expect. or to find a solution.
Script or using a double-sided and the problem will be solved.
I let you take mine. just remember to check the box (Use custom shaders) in SkinMesh and bind it to Script.
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