3rd Party Models/Media Chat / Textures on new models not showing up and scale

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raymondlee306
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Posted: 17th Nov 2013 03:48
Is there certain settings the textures need to be? When I copy over objects from FPSC they work fine. But entities I have made with UV mapping come in as just a base color, sometimes gray sometimes yellow. I have tried shaders and no shaders. I have tried DDS and TGA so far. The new entities I made work fine in FPSC but when copied over just like ones from model packs to Reloaded they do not.



I have also tried taking a reloaded fpi and changing the links to models and textures but no effect.



Also, has the scale changed? An item that should be 48" tall is now only about knee high to the player.



Attached is one of the Barrels I made that I'm having trouble with.
Green Gandalf
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Posted: 17th Nov 2013 18:29
Try the attached. You'll need to delete the old .bin and .dbo files first.



As mentioned elsewhere, FPSCR doesn't support models with vertex colour at the moment (and is unlikely to). Lee's working on a fix.



The attached is a fixed version of your barrel.





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raymondlee306
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Posted: 17th Nov 2013 21:21 Edited at: 17th Nov 2013 21:30
That worked great man. Thanks for looking at it for me. For non-vertex color, is that an export setting from the modeling software? I was thinking I was doing every day UV mapping.



EDIT: I got it. In Ultimate Unwrap Pro there is an option to export UV Coords or Vertext Coords and colors. Easy as pie now.



Thanks Gandalf
Green Gandalf
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Posted: 17th Nov 2013 21:33 Edited at: 17th Nov 2013 21:35
*** Edit: Just seen your edit! Glad you got it working.



I have no idea. Since a lot of models have that information unnecessarily it sounds like a default assumption on the part of the software people use. The problem is that I don't know what the various applications call the thing - once you know that you're 90% of the way there. You could try things like "vertex diffuse", "vertex colour/color", etc.



As long as you export simple text X files you can check the file yourself in your favourite text editor and look for lines such as







(obviously the numbers will vary - that example had 2508 vertices).



If it has those then the object needs to be changed. I suggest you experiment with the export settings and manually examine the exported X file. Just make sure you also have UV coordinates and normal.





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srealist
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Posted: 19th Nov 2013 00:41
I think this is part of the problem people are having with certain model packs. I was trying to get the Middle East model pack into Reloaded and ended up with the all white models that some others have been posting.



That is, the advice I gave some folks on how to fix this problem probably did not fix it.



Is there a way to edit the text file (.x) to correct for this or does it require importing and re-exporting from a modeling software. Gonna be a major pain if it is the latter. I found the line of code you reference in the models from the Middle East pack so they definitely have the vertex color issue.



Thanks for looking into this and figuring out the cause.
srealist
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Posted: 19th Nov 2013 00:46
Oh wow! I just deleted that whole section from the .x file and it fixed it. Was not expecting that. Figured I would just break the model but it worked. Deleted everything that was in the brackets for MeshVertexColors (about 80 lines in my case).



Will try this on some more complex models and see if it really is that easy a fix.
srealist
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Posted: 19th Nov 2013 01:00 Edited at: 19th Nov 2013 01:01
Just did 3 large building from the Middle East pack. Deleted everything in brackets for MeshVertexColors (in some cases 8000 lines) and the models came in perfect.



So that's a pretty easy fix.



Green Gandalf
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Posted: 19th Nov 2013 01:18
Quote: "So that's a pretty easy fix."




It is. It's even easier to write a very short DBPro program to do much the same thing. I started out by doing it manually as well but found it easier to write a short program. I think I posted it here somewhere - but there have been so many "why aren't my model packs working properly" threads I'm afraid I can't recall where I posted it.





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Kilgore
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Posted: 20th Nov 2013 14:54
Thanks for posting this fix, guys. I've been having problems, too.



I really hope they look at alternative formats/easier ways to import. I've never found X format particularly well supported natively in other apps, or user friendly.

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VRGames
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Posted: 21st Nov 2013 19:28
I deleted the code in the brackets of the MeshVertexColors in officeblock_1.x

Trying to place officeblock1 in Reloaded and getting error:

"Runtime Error 7018 Could not load 3D object at line 16580"

Wat went wrong or wat did I wrong??
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Green Gandalf
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Posted: 21st Nov 2013 19:46
Quote: "I deleted the code in the brackets of the MeshVertexColors in officeblock_1.x"




Probably deleted - or didn't delete - a matching bracket somewhere.



If you do it manually you need to delete all of the following







I'm working on a utility to convert the object for you - just an annoying bug and an extra feature to sort out before I post it.



I'm unlikely to finish it tonight as I have a meeting to go to in 15 minutes. But if all goes well it'll be ready tomorrow.





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VRGames
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Posted: 22nd Nov 2013 18:37
Thanks I wait till it is finished
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Green Gandalf
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Posted: 22nd Nov 2013 22:14
Quote: "Thanks I wait till it is finished"




The first draft has already been posted:



http://fpscrforum.thegamecreators.com/?m=forum_view&t=207219&b=3





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raymondlee306
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Posted: 25th Nov 2013 03:03
OK. The models are coming in textured but the textures look terrible. They are 2048 x 2048. Here is the model in photoshop:







And here it is in FPSCR:







What could be causing the texture to distort like that. I have messed with scale, and turned off the shader but neither of those helped.
Green Gandalf
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Posted: 25th Nov 2013 11:28
Is that the raw model or have you used my utility to add normals to it? I've seen weird texturing like that with models that don't have normals.



If that object has moving limbs, such as rotor blades and propellors, I think my utility destroys the limb information. That shouldn't affect the texturing though.





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raymondlee306
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Posted: 27th Nov 2013 04:58
I got it. When I took away the "vertex colors" I also unchecked the "vertex normals". When exporting from Ultimate Unwrap Pro it needs to be like the image below for static meshes. Animated version is up next (I'll do the rotor blades). Also, since I triangulated the model in Maya, I also unchecked the triangulate model box, and the ticks per second probably does not make a difference on a static mesh.







It's working but I think I might try my own shader as it has the normal and specular detail and would pass for a game entity, it's not as sweet as I think it can look. I have dark shader but never really got into it. No time like the present
Green Gandalf
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Posted: 27th Nov 2013 12:15
Quote: "but I think I might try my own shader as it has the normal and specular detail "




Why not use the built-in one - that will give you shadows as well?





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Dosedmonkey
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Posted: 27th Nov 2013 17:59
I wish there was a hotfix for the old model packs to work in Reloaded, it seems to be a simple fix, I'm guessing you give them permission to use your code Green Gandalf?
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Green Gandalf
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Posted: 27th Nov 2013 18:42
Quote: " I'm guessing you give them permission to use your code Green Gandalf? "




As long as they give me copious quantities of and .



I'm sure there are better ways of fixing the models. I can't see any good reason why FPSCR doesn't support vertex colour (for those occasional cases where the modeller used it). The absence of normals is more awkward because the default calculation might not be what the original artist intended.



But, yes, anyone can use the code I posted.





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Tingalls
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Posted: 30th Nov 2013 15:12
@Green Gandalf = .. Your code works great. I actually changed the .x files by hand (long night that was) but I couldn't change the compressed files until I used your code. it read the comp .x and saved it in txt. Great job -- T
Jerry Tremble
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Posted: 17th Jan 2014 04:22
This post is much later than the rest of this thread, but I haven't even tried importing any assets into Reloaded yet; I didn't even want to try until things were ironed out with the old vs. the new. Thank you for the information, though, I also use UU3D as not only my main UV mapper but also as my primary format conversion tool, as it has proven to be the most accurate with respect to most formats.
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raymondlee306
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Posted: 18th Jan 2014 05:25
I have Maya LT which has it's own built in UV Mapper but I still use UU3D because I have been for a while and am pretty darn fast at it.
TazMan
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Posted: 20th Jan 2014 13:30
Hello



I have a Runtime Error 7018 but do not have any Vertex colours and the .x file does not contain "MeshVertexColors" so I am not sure what is going on with mine it is just a small model. I have had this error with a couple of other models that don't have vertex colour so if anyone can help it would be appreciated.



I have attached the model.



Thanks

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Spotaru
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Posted: 22nd Jan 2014 00:46
@ TazMan



I have not actually tested your model but I did download and look at it. I quickly see that the texture name in the fpe file doesn't match the actual texture name in the folder. That is probably the problem. Almost every time I get a runtime
TazMan
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Posted: 22nd Jan 2014 10:54
@Spotaru



Thanks for that, I usually do check for things like this coming from a programming background.



I have seen where the name differs in the .x file before, I just assumed that the formatting did not like spaces and so put underlines in.

Spotaru
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Posted: 22nd Jan 2014 16:50
Sorry the name suggestion didn't work for this model. I have had a chance to look at the model itself. It seems that in this case the model itself IS the problem. The model has no geometry in it. When I try to import it into any other modeling program, including milkshape, it says

1 material

0 meshes

0 vertices

0 faces

0 frames

0 bones



So it would seem that that it's a bad export. I get them from time to time. I always check to see if my model will show up in the DirectX Viewer that comes with the Dx 9 sdk. (I use the august 2006 SDK.) If the model shows up in the viewer, it should work in any other program.
raymondlee306
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Posted: 23rd Jan 2014 02:21
i tried opening the model in UU3D and nothing came in as if the model data is non existent. What program did you use to make the model? Can you post the original file?
TazMan
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Posted: 23rd Jan 2014 15:02
Hey I found out what the problem was just by accident.



I created a simple model (A Box) and called it Plank - 01. When I exported this out to .x I found it did not work, at this time I was pulling my very limited hair out.



I then created another box and exported it out just to Box.x this worked perfectly. It then came to me, maybe DirectX format does not like Filenames with spaces so I changed the original file I had within the .x code



From:

Frame PlankOfWood - 01Frame

Mesh PlankOfWood - 01Mesh



To:

Frame PlankOfWoodFrame

Mesh PlankOfWoodMesh



I kept the file name the same IE PlankOfWood - 01.x and tested it and to my surprise it worked perfectly.



So thanks for all the help everyone but It seems it was something stupid after all.

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spudnick
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Posted: 25th Jan 2014 12:50
I have been following this post to see the out come, and walla! a simple solution arised.



So glad you have sovled it.

and as noob at modeling i will also remember not to use "spaces"



so in all this post has been a good insight to the problem.





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Colosso
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Posted: 7th Feb 2014 20:39
I am having a lot of trouble finding a way to edit/create entities for the FPSC Reloaded. I can make the *.x files and everything else, but I can't find anything to edit or create the *.DDS files for the skins. I can make my items work in the game but nothing looks right with the image files I can make. They must be Any help information or help would be great.
Emrys
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Posted: 7th Feb 2014 22:51
If you have photoshop download the Nvidia dds plugin. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop



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Teabone
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Posted: 8th Feb 2014 00:16
That's the plug in I use and it works great.

Spotaru
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Posted: 8th Feb 2014 04:55
If you don't have photoshop try the free



http://www.gimp.org/



it has dds and normal map plugins too
TazMan
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Posted: 8th Feb 2014 12:33
@Colosso



Quote: "can't find anything to edit or create the *.DDS files for the skins"




Hi as a relative newbie to 3D I had the same questions, and it took me a while to get any answers that I could use. People told me about the plugin for p

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