Product Chat / Import Issue

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Polaraul
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Posted: 10th Feb 2016 22:34
I am trying to import a .x model into GameGuru. In the import window the model looks fine and GameGuru lets me save it, however, once in game the model looks totally corrupted. Is this a bug with the import save routine?

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synchromesh
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Posted: 10th Feb 2016 22:41
Its either the model or the importer .... To rule out the model try it manually..
A folder containing the .X Model, textures and a normal edited static fpe should do the trick...

Worth a try ..
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Pirate Myke
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Posted: 10th Feb 2016 23:08
Does this mesh have bones in it. If so use the character_basic shader. If not try using the entity_basic shader.

What model program is this exported from?
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cybernescence
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Posted: 11th Feb 2016 01:39
Polys are probably too high. I've noticed on some of my stuff that it will render OK in the importer window, but distorts when in game - reducing polys sorts it out.

Cheers.
Polaraul
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Posted: 11th Feb 2016 13:17
Many thanks for all the suggestions and help here. I have tried all the suggestions listed, which still did not fix the problem I am afraid. I have also run this model through several other programs and engines, all of them render fine. The actual GameGuru game engine is the only one that causes issues I'm afraid.

As this was only supposed to be a quick proof of concept visualisation, I have decided not to expand any further time on getting things to work in GameGuru and just moved the project over to Unity (which I had up and running in minutes!)

Thanks for all your help though, it was much appreciated
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synchromesh
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Posted: 11th Feb 2016 13:45
Any chance you could mail me the model to try ?
synchromesh@blueyonder.co.uk
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rolfy
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Posted: 11th Feb 2016 15:06
At a guess I reckon the model has way too many bones, there is a limit of 60 for GG. Just looking at the pose I see that all the finger joints are in there it also looks like the eyes are rigged and if so then the mouth, toes and who knows what else has bones and dummies plus other helpers all rigged in that particular model....causes GG to spit it out like that
Polaraul
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Posted: 11th Feb 2016 23:37
@rolfy The model is not a figure as such and has no bones, and no rigging, it is just a straight forward mesh.

If anyone wants to play around with the model it can be found here
https://3dwarehouse.sketchup.com/model.html?id=u4b512698-365b-4f06-bcb2-47d6caa41c7e
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cybernescence
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Posted: 12th Feb 2016 01:23
Just for anyone coming back to this - polys are too high for GG. Reduce by 50% and thereafter goes into GG OK.

Come across this a few times - it's odd that the importer renders OK for the initial viewing of the model, but then in game get this distortion.

Cheers.


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Teabone
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Posted: 12th Feb 2016 01:31
Maybe the importer should scan poly count and notify you of risk of there are too many?
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Posted: 12th Feb 2016 01:53 Edited at: 12th Feb 2016 01:57
First off this model is highly inefficient for any game at all. It consist of at least 3 copies of itself (none of which are lower poly than the other) for a total of 44910 faces. The reason you were able to get it into Unity so easily is because it was made or altered in Maya which Unity likes a lot. I imported it into Fragmotion and converted it to Milkshape (just because I can get around quicker in it). I deleted the multiple instances of the model to come up with one that is 14992 faces. Still not exactly efficient for any game engine. I assigned it a single bone and exported it as a .x. Game Guru choked on it. The model is just way too high poly. It's not practical for any game engine regardless if you can get it in. It seems to be a body scan which are mainly used in special effect programs. This is a case of the model not being efficient enough. Perhaps you could lower the polys more and get it in, but in the model's current state it's insane to use such an asset just from a developer standpoint.

EDIT: Looks like cybernescence was able to lower the polycount to an acceptable level for Game Guru. Great Job!


Polaraul
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Posted: 12th Feb 2016 09:40 Edited at: 12th Feb 2016 09:40
Thanks to cybernescence for getting the model into GameGuru, albeit with a reduced polygon count As Teabone states, there should be a warning on the import routine (there really should, this is something fundamental!)

Just for some background to the project, this model is not for a game per se but an architectural visualization. Even with the high poly count though (and 4k textures on the production model) Unity runs this just fine and imported directly from the .SKP file. As I had some time for this project though, and FPS was not an issue, I just thought that perhaps it would be something GameGuru could handle albeit with external post production of stills.

Thanks for all the help though
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Pirate Myke
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Posted: 12th Feb 2016 14:02
This has been mentioned 100's of times. If you not going to prep the model proper before trying to import it, you will never know what is wrong with it.

Open it, look at the number of objects in it, (this case 3 copies of the same model), should have been an instant clue.
Most formats are 65000 face per object or thing don't get rendered.

Been this way since classic fpsc. No more then 63 bones with no more then 3 bones pulling on any vertices.
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LeeBamber
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Posted: 15th Feb 2016 21:37
I have made a note to pop up a message box on importing a new model so new users know the polygon and bone limitations.
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