Product Chat / Multi Texture Models vanish ..

Author
Message
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Dec 2014 13:32
Multi Texture Models seem to vanish once you press F1 to F4..
Anyone having issues with models it may be worth checking if that's what your using ?
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st Dec 2014 13:52
A two textured object worked for me fine. I think lee said in a blog that the light mapper would do only 6 textures per object.
Do you have more then 6 textures for that object?

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 21st Dec 2014 14:00 Edited at: 21st Dec 2014 14:01
I just tried my castle that I got from Arteria. It uses 21 textures. They all show up before and after lightmapping, although they look odd afterwards. Collision is wonky on the object as well. I haven't made any modifications to it though.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st Dec 2014 14:07
Did you try this?

For entities that scale after baking, add resetlimbmatrix=1 to the FPE, delete the BIN and DBO file and try the entity again

Even if you don't use the scale, maybe it will work.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 21st Dec 2014 14:41 Edited at: 21st Dec 2014 14:45
I don't know if you were suggesting that to me, Myke, or syncromesh, but I tried it, and collision got even stranger. I even Undid it, deleted the bin and dbo, relaunched, relightmapped, and collision got even stranger! LOL, mine is definitely not a stock mesh, (20,422 vertices, 21 jpg textures) so I can't be upset. I think it's rather funny actually. (The textures looked better, though!)

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
SorrowCrown
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 2nd Feb 2014
Location: Presov, Slovakia
Posted: 21st Dec 2014 16:20
I'm having the same problem guys. But I have also problems with models that use 2-3 texture maps.

Intel core i7- 4790s, 8gb ddr3 RAM, GTX 760 Phantom edition 2gb ddr5.
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Dec 2014 16:37
To those who don't quite have the knowledge .... Is "F1 to F4" Separate functions...... or is it F1 is basic.... and F4 does the whole package ?
PM
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 21st Dec 2014 17:07
Quote: "Light Mapping

Added Full Light mapping utility
When in the Test Game Mode, press F1, F2, F3 or F4 to light map your game level. F1 is a quick light map so you can get a feel for how they will look, F4 will create fine detailed light maps to make your scene look awesome but it will take a long time to process!

F1 (Lowest)=Quick Light Map, F2(Low)= Light Map with Transparencies, F3(Meditum)= Transparencies and static lights, F4(Highest)= Transparency, lights and ambient occlusion"


HTH

3com
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Dec 2014 17:22
Thanks 3com
PM
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 21st Dec 2014 17:39
My problem is alot of my models just explode and rotate, scale to crazy sizes and also move on the map while i think the baking is a great thing it needs a LOT of work to support 3rd party models.

If this is not possible perhaps you could make the real time shadows better and less demanding.





PC SPECS: Windows 8.1 Pro 64-bit, CPU: Intel I7 x99 - 4GHz, GPU: Nvidia 980 GTX 4GB, MEM: 16GB DDR4, HDD: SSD, 2x 4K Acer Monitors
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Dec 2014 17:46
Quote: "My problem is alot of my models just explode and rotate, scale to crazy sizes and also move on the map while i think the baking is a great thing it needs a LOT of work to support 3rd party models."


Ye it does seem to be third party models that cause issues..... I used 3D World studio for many and they are fine ...but the multi-texture ones im playing with are having non of it..... so it could be down to software used as well ?
PM
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 21st Dec 2014 18:04 Edited at: 21st Dec 2014 18:05
I use 3dmax and with 2 textures it does this i know i could always redo them to have 1 texture but i don't have the time or the heart to convert them all its bad enough we are forced to use an old .x format.



I even had the same problem as jerry with the collision but i guess lee will sort something out for us.





PC SPECS: Windows 8.1 Pro 64-bit, CPU: Intel I7 x99 - 4GHz, GPU: Nvidia 980 GTX 4GB, MEM: 16GB DDR4, HDD: SSD, 2x 4K Acer Monitors
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 21st Dec 2014 19:22
I have just experienced vanishing objects. Both from the legacy pack so doubtful they have more than 1 texture. I have baked the same scene many times before I got this as well, so not sure why it happened. Just baking another level with them back in place..



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
pianodavy
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: United States
Posted: 28th Dec 2014 01:58
I'm really curious about the way multi-textured objects would be implemented in regards to the FPE. For example, if you have a 3 texture model with each having a diffuse, normal and specular mapped image (so 9 images involved), what sort of convention is used and how would it be listed in the FPE? For example, let's say you have a large sectional model that because of the level of difficulty in assembling it in divided sections within the FPSCR editor, you decide to glue the sections together in a single model, but you wish to keep 3 maps separate (3 divided into their _D, _S and _N images, totaling 9 images) so as to minimalize pixilation - or whatever (please don't start arguments here about single map advantages - I know how to use them and I'm not making games, I'm making videos). Anyway, let's say we call the glued model "multimesh.x" Would the textures be something like multimesh1_D.dds, multimesh2_D.dds, multimesh3_.dds and so forth also with the specular and normal maps? Furthermore, how would it be listed in the FPE? would you simply put textured = multimesh1_D.dds or perhaps would it have to be separated by commas such as textured = multimesh1_D.dds , multimesh2_D.dds , multimesh3_D.dds and so forth - or would it be something different than that altogether? If you're curious about why I'm interested in this, it is because I have some huge models that are stacked in groups of 3 and aligning them is critical to their animations appearing right, as well as entry ways needing precise alignments. The components have many elements in the mesh and required 4096 sizing to keep their sharpness. The animations run well and my frame rate is excellent when I'm stacking the models, but I can't afford spending hours aligning them. The multi-textured idea seems to be a viable solution - but only if I can employ diffuse, specular and normal .dds images. Am I hoping for too much?

All you need is love....so let me have your burger.

Login to post a reply

Server time is: 2024-11-22 18:48:11
Your offset time is: 2024-11-22 18:48:11