Product Chat / Disfigured Model .x file

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cryptweaver
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Posted: 8th Jun 2016 18:36
Hello all, Hope this is ok to post here. I had this Model that Pirate Myke is helping me with ) and I am very grateful) It showed up into game guru disfigured and I thought it was because of the size of the model. But I have what seems to be the same issue or close to it with a much smaller model. It shows up into game guru disfigured and i tried to change the size, put the x file into a couple programs and save out as x and when i do that it crashes game guru. When i run it through the importer it looks good until i save it and load it into game guru. Then it looks like this, Screen shot below. If any may know how to fix this i would really like to know Thank you all very much.
Wishing you all the best.

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Belidos
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Posted: 8th Jun 2016 19:32
Does it have bones?

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cryptweaver
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Posted: 8th Jun 2016 19:49
I dont know Belidos. I dont know much at all about modeling and such. I will post the x file tho. Thank you for the reply.
Wishing you all the best.

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3com
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Posted: 8th Jun 2016 19:52
What shadows are you using for?

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Jerry Tremble
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Posted: 8th Jun 2016 20:13 Edited at: 8th Jun 2016 20:44
I believe the polygon count is too high. It has 23668.


I was able to decimate it to 21597 and it loads fine. (I didn't have a texture, of course, so I just threw a random one on it, looks kinda silly. Also, any UV mapping was lost)
I think your best bet, though, would be to separate those statues inside into individual objects. While I don't know how many polygons that would save on the building, it should be enough to bring it under 22,000

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3com
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Posted: 8th Jun 2016 20:32
I think about fpe file, even the shadows maybe character.fx, instead of entity.fx.



I`ve exported to object >open in 3ds max, and re-eported as x file.
This models has some problem with the stairs, nothing to do with your issue, but does not friendly navigate.
There are a bit of z-class.

I'm using here a temp texture, just 4 testing.

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3com
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Posted: 8th Jun 2016 20:35
@ Jerry
I've notice that, but decide to try before do nothing, and it seem like GG manage well those polycount, however he could to think about reduce polycount.

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Jerry Tremble
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Posted: 8th Jun 2016 20:47
Quote: "This models has some problem with the stairs, nothing to do with your issue, but does not friendly navigate.
There are a bit of z-class."



LOL, you were posting while I was working on it, too! Yeah I had an issue with what I think was the top stair. My temporary texture made things really hard to see inside!
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Stab in the Dark software
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Posted: 8th Jun 2016 20:48
Try this one I imported it in to Fragmotion welded it, recalculated the normals
and exported as .x
The coffee is lovely dark and deep,and I have code to write before I sleep.

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Jerry Tremble
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Posted: 8th Jun 2016 20:51
I didn't think to just try fixing the model, lol. I went straight to polygon reduction.
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cybernescence
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Posted: 8th Jun 2016 20:59
Just in case you have any more like this. If you have fragmotion, open the model with it, go to 'skeleton' tab and look for 'Body' in the window, right-click that and delete it. Then File > Export... (select Direct X Files) ... Save.

The model is too high poly to be attached to a bone but will go in without one. It seems to have over 12 materials too, so you may have problems with that aspect.

Cheers.
3com
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Posted: 8th Jun 2016 21:06
Quote: "I think your best bet, though, would be to separate those statues inside into individual objects"

Yes. I think those statues has the hight polycount.

cybernescence is right about materials.

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Jerry Tremble
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Posted: 8th Jun 2016 21:10
Quote: "The model is too high poly to be attached to a bone but will go in without one. It seems to have over 12 materials too, so you may have problems with that aspect.
"



Ah! I see! Thanks, that explains something I have wondered about for a very long time!
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cryptweaver
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Posted: 8th Jun 2016 22:23
I want to thank you all very much for the advice and help. Thank you Jerry, you did well and i was able to get it in game guru but with the polly reduction it would seem u cant enter the building. Tried your x file Stab and i don't know if i am doing something wrong but game guru keeps loading previous maps when i try to bring it in to the map editor.Cybernescence, your advice did work, and again you were right about the textures. It would seem that getting rid of the bones made it so you can not use multi textures. I will take the advice and look into how to remove the statues from the mesh and make them separate models. Or just remove them and use other statue models or something else even. Thank you all for the help.
Wishing you all the best.
Jerry Tremble
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Posted: 8th Jun 2016 22:26
Quote: "but with the polly reduction it would seem u cant enter the building. "



I didn't even realize there was an entrance! Perhaps with the decimation, it closed it off. Weird things like that can happen to geometry when decimated. I will take another look a little later!
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Jerry Tremble
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Posted: 8th Jun 2016 23:31
Here you go. I think the scale might be a bit high, it's really hard to use the stairs! I had to convert to .fbx and back to work with it, but you should be able to work with that, you know what the actual dimensions should be! Nice model, btw!
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cryptweaver
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Posted: 9th Jun 2016 02:42
Thanks again guys very much. You guys are awesome. Got it working and textured and all is great
Wishing you all the best.

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cryptweaver
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Posted: 9th Jun 2016 03:16
And now if i may ask for help with one more model It is a castle but this model comes into game guru completely invisible. You can click on it and the properties panel comes up but you can not see it. screen shot and x file attached.
Wishing you all the best.

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Pirate Myke
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Posted: 9th Jun 2016 05:24 Edited at: 9th Jun 2016 05:25
I personally would break the model up into walls, ceilings, floors, to get a better collision on it.

That would also reduce the number of poly per individual piece in the x file. then you export them from there location, then insert them into the editor all from the same snap location, aligning everything perfect with no adjustments needed.

I would try and reduce the number of multi texture to 6 or less. I would probably combine as many as I could based on wall, ceiling and floors and remap the individual pieces, thus being able to use the entity_basic shader.

Same thing with the castle.
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cryptweaver
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Posted: 9th Jun 2016 15:25
Hello Myke,
I messed around with putting the grand chamber into blender and learned how to moves the pieces around and export em as individual pieces kinda. I will work on it some more as I am just learning and am confused with how all that workes still and the textures arrrrrg. That will be another learning process lol But the castle on the other hand I can not put into blender. I get an error message saying its too old of a file. Thank you kindly for the help.
Wishing you all the best.
Belidos
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Posted: 9th Jun 2016 15:30 Edited at: 9th Jun 2016 15:30
Quote: "Just in case you have any more like this. If you have fragmotion, open the model with it, go to 'skeleton' tab and look for 'Body' in the window, right-click that and delete it. Then File > Export... (select Direct X Files) ... Save.

The model is too high poly to be attached to a bone but will go in without one. It seems to have over 12 materials too, so you may have problems with that aspect."


Yeah this was why I asked if it had bones in the first place, my next question would have been how many polys is it

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cybernescence
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Posted: 9th Jun 2016 15:40
I wasn't doubting your knowledge just elaborating at the time for the OP
Belidos
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Posted: 9th Jun 2016 15:44
Quote: "I wasn't doubting your knowledge just elaborating at the time for the OP "


I know, I was just reinforcing your advice and agreeing with you

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Pirate Myke
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Posted: 9th Jun 2016 16:36
The castle has 63000 plus polies.
I will mess with it later. It just needs to be separated. I can get this working no problem.
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