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Custom model looks strange ingame


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#1
RPG-Jack

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Hello there Posted Image



I suceeded to make my first model with BLender and converting it to MDB-format with the http://nwvault.ign.c...ls.Detail&id=94 MDB Importer/Exporter für Blender 2.55 (buggy for 2.56 Blender Beta).



I simply UVunwrapped the Object by view - all i wanted is to checkout
how to make the model work ingame and later i wanted to work on a
better layout/texturing. However the model looks strange ingame. I
checked it for doubles, recalculated normals but nothing changes. It
has black/white textured fragments and missing meshpieces. It is also
colored brown although there is no according material color setted up.

The model contains a Difusemap and a Normalmap as required.

Any ideas what could cause this problem ?





Ingame/Toolset: White/black texture fragments and missing meshpieces. :sick::huh::(:crying:



Posted Image



This is the BLEND.files Render result in Blender 2.55 (there are no visible errors ):wub::happy:B)



Posted Image







Model/UVLayout of the Mesh



Posted Image



Here you can download the BLEND.file



http://uploadbox.com/files/f29ceacacb/



Get Blender 2.55 here http://www.oldapps.c...?old_blender=31 (NWN MDB Exporter does not work with 2.56 current Beta)





:wizard:greetings:wizard:



RPG-Jack

Modifié par RPG-Jack, 02 mars 2011 - 10:44 .


#2
ArtEChoke

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Hey, that thing is looking good so far.

If you want to export it as an .obj and package it up with its textures, I'll take a look at it in max. I can't do anything with a blender file.

Weird problem you have there, I can't say I've seen it before (and I thought I've had every problem). Maybe inverted normals, but really I can't say.

#3
RPG-Jack

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the topology is aweful, i used to many unessecary vertices - but still there is the difference ingame and the renderresult. One thing that i was wondering about:

The MDB converter did not work until i converted all Quads to Triangles of the mesh - is that what the NWN2 engine requires ?

Hm lol - the exporter of Blender seems to be not very accurate - Materialinformation is okay but Textureinformation is lost. There is a MTL-file created together with the OBJ-file but it seems to have no influence. The DDS fileses (Difuse and Normal) are included in the .RAR.

Seems so you have to reassign them to the Mainmodel material. The UV-layout seems to be okay.

Download

NWN2BlenderaxeOBJ-Models.rar - 0.30MB

Modifié par RPG-Jack, 03 mars 2011 - 10:33 .


#4
RPG-Jack

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i did another model - a simple picture with a paintingtexture.

Same problem here: in Blender it looks allright - ingame/intoolset some of the faces have these crazy black/white fragments.

Get the files for NWN2 (MDB,DDS,2DA and testmodule) for your override directory. CustommodelOverride.rar - 1.23MB

This is how it looks ingame, check it out yourself.

Posted Image.

Modifié par RPG-Jack, 03 mars 2011 - 10:37 .


#5
dunniteowl

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First A Complaint: Find another way to post your screens -- I hate, Hate, HATE having to click through an ad just to see your screenshots! Okay, got that off my chest.

Second: It's obvious that the texture is not filling that poly area. So it probably has to do with getting the poly mesh "connected" or welded properly.

I noticed yesterday in your axe model that same thing, only my head hurt too much to comment. The axe model uses an AWFUL LOT of poly's to 'get the job done' for the axe head and I believe you could drastically reduce it and then bring the higher resolution texture and wrap it on the simpler model

Clearly that isn't the case with the window frame (and I love that it's such a Large Picture, too, by the way.) I'd guess you have a mesh issue that has a "broken" vertice somewhere and so can't wrap the UVW to that poly. It isn't seeing it as part of that section. Just guessing here.

dunniteowl

#6
kamal_

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dunniteowl wrote...

First A Complaint: Find another way to post your screens -- I hate, Hate, HATE having to click through an ad just to see your screenshots! Okay, got that off my chest.

What ads? :blink:

#7
dunniteowl

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really kamal_ you're not getting splash ads each time you click a link? Anyone other than me? If I'm the only one then I guess I really *am* special. And if that's the case, Nevermind, I guess.

Other than that, my other commentary stands as my best estimation of what might be going on, given my limited knowledge in the subject.

dno

#8
RPG-Jack

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well i re-unwraped the model(Windowframe) in a different way - and the white faces are gone.
The Axehead will be recreated. It uses to many faces and the mesh looks messy.

Still i am confused what was wrong in the first place as i mentioned:
the renderresult in Blender has no strange texturing at all and uses UV-coordinates. Some kind of bad gut feeling stays until i understand the cause of this problem.

@ dunitowl:

suggestions are welcome where to upload images. If you know an imagehoster that does not use advertisement-popups i want know :=):wizard:

Modifié par RPG-Jack, 03 mars 2011 - 06:04 .


#9
kamal_

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dunniteowl wrote...

really kamal_ you're not getting splash ads each time you click a link?

No, but I have firefox and an adblocker.

#10
ArtEChoke

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I didn't get ads either - but I have an ad blocker installed. If you're using Firefox, install adblock plus.

This morning I opened the axe up in max, applied the textures to it, checked the UVs and the mesh. Checked the diffuse and normal map for problems - other than there being an alpha channel in both that's not necessary (its just increasing your file size), no problems.

Exported it back out, imported it into the toolset and it looks fine - no glitches. The only thing left to try is exporting back out with collision and lods, but I can't really see how that would affect anything. I'll try that later tonight (at work now).

I suspect it may be a glitch with the Blender exporter or a version problem.

Edit: ha, it took me so long to slog out that last message that the problem was resolved. Ah well.

Modifié par ArtEChoke, 03 mars 2011 - 06:14 .


#11
RPG-Jack

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it was solved somehow - but i am not sure what caused the problem and your story about the axemodell working fine makes me even more confused...hopefully it is not the blenderexporter's fault plspls...i need it...

your help is much apprechiated :)

Modifié par RPG-Jack, 03 mars 2011 - 06:35 .


#12
MasterChanger

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I use Firefox with ad-block plus as well (almost a requirement these days) so I don't see the ads either. For image uploading, however, I can recommend Photobucket, which I use and like, or ImageShack, which other people seem to like.

#13
dunniteowl

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I use Photobucket *(no popups), and there is the aforementioned ImageShack, there's Picasa, and (though I don't personally recommend this for screen shots,) I also use ViewBug (which is a more "seroius" photography uploading site which doesn't truncate the size of your image files (like Photobucket) but does have serious limits on the Storage Amount you can upload per month. For the free account, anyway, which is all I can afford.)

There's a few others out there as well and of all of these listed, I know that they have a pretty much worldwide base of "customers." To the best of my knowledge, not one of those I listed use splash ads or ad popups for image linking.

And the issue "fixed" itself. Interesting. Maybe a hiccup during import/export for the initial image issue?

dunniteowl

#14
kevL

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heh, added 'sponsorads.de' to my list of Restricted websites ..
my list of cookie-blockers is phenomenally huge ..

is this where I'm supposed to shout, Power to the People

?

i'm using Imageshack and the only drawback I've found is its limited ability to organize pics. modeling leaves me googleyed o^O

( omg )

#15
RPG-Jack

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Redone axe (PLC_BL_AXTA01.MDB) - it has now 1196 triangle faces, without extra loopcuts to  fix smoothartefacts it would have 850 faces. - still a lot of faces but better then the previous model (1800).

However the Problem still occurs.

Posted Image

CustommodelAXEOverride2.rar - 1.54MB

Files for Override and TESTmodule to checkout


UPDATE:

I did another Axe with a count of 750 faces. The texturefragments are still active - always at the same location.

Modifié par RPG-Jack, 04 mars 2011 - 03:53 .


#16
dunniteowl

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What map are you using for your texture? In Max it's the Diffuse. I don't know Blender for squat. And even so, that's an odd Holstien mixture of black and white on the model. Possibly something with the bump map or specular maps?

dno

#17
kamal_

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The axe is made from granite, or marble?

#18
Hellfire_RWS

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It looks to me like the Blender exporter is losing the UVuwrap information for some if not all of the model.

#19
RPG-Jack

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I was not very picky about the texture's quality. All i want to do is to test the MDB exporter. In Blender i use a *.DDS as difusemap and a 2nd one for normal map. I think it has to do something with the material settings or the UV-information. I imported an orginal NWN2 MDB file to compare the settings, but i am not able to see any difference.

Modifié par RPG-Jack, 04 mars 2011 - 05:18 .


#20
ArtEChoke

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Jack, when you get the chance - remove the texture and normal maps of your model from the override directory (or hak if your using one).

I want to see how the tool sets, substitute "missing texture" lays out on the model. We should be able to tell from that if Blender is forgetting its uvs on export or if its a different problem.

#21
Morbane

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dunniteowl wrote...

First A Complaint: Find another way to post your screens -- I hate, Hate, HATE having to click through an ad just to see your screenshots! Okay, got that off my chest.

dunniteowl


Jack - Try ImageShack - it is waaay better and NO ADs! (everyone here usues this - well mostly)

Modifié par Morbane, 05 mars 2011 - 07:26 .


#22
RPG-Jack

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I removed the .DDS files from override. The standard "Missing texture" replacement seems to produce no fragments.

Posted Image

Modifié par RPG-Jack, 05 mars 2011 - 07:40 .


#23
ArtEChoke

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So if the game just lays in its substitute texture in place of the missing one (which I'm assuming it does), then the uv layout is exporting ok.

It looks like the problem could be the material settings themselves (got a map in the wrong slot, like DNO suggested - or the value of the map is way out of whack) - would be a strange problem but makes sense, considering when I re-exported your axe, I made a new material in max to apply your textures. But that still doesn't explain why the interference sticks to certain faces (on the first model that is - the second one looks like its completely mangled).

Hellfire, any ideas?

BTW: that's a really big axe.

#24
dunniteowl

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It was a really big picture frame, too. I might have to talk to this guy some more... I have this little module project that could use some big models.

dno

#25
BigfootNZ

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RPG-Jack wrote...

I removed the .DDS files from override. The standard "Missing texture" replacement seems to produce no fragments.


Well that would indicate that your UV's are exporting ok... what does your actual .dds textures look like? or the non compressed versions? Maybe your DDS converter is fubaring your textures in someway.

1000+ for an axe model?... :blink:

As to Firefox, I run Adblocker Plus, NoScript and run it all in Sandboxie... id like to see some malicous link try and get through that... i also turn javascript of unless its required, which it generally isnt on most general browsing.

Modifié par BigfootNZ, 07 mars 2011 - 10:59 .