3rd Party Models/Media Chat / Really dark textures that don't react to light

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Disturbing 13
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Posted: 24th Jan 2018 00:10 Edited at: 24th Jan 2018 00:11
Greetings guys,
it's been a long time since I've imported a model into GG. Anyone using Fragmotion have any specific settings they use for static objects. I have some models I have purchased and went through the normal steps to get them in GG but the textures are really dark and do not react to light. I have all 3 necessary textures in place. I have purchased models from this guy before and got them into the engine just fine. In fact I tested them and there is no problem. I'm thinking it's a Fragmotion export setting. I am also using milkshape to resize them before exporting in Fragmotion. If someone could point me in the right direction it would be great.
Thanks
D13

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Teabone
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Posted: 24th Jan 2018 01:07
In the FPE file what shader is applied to it?
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Disturbing 13
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Posted: 24th Jan 2018 01:29
effectbank\reloaded\entity_basic.fx
Pirate Myke
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Posted: 24th Jan 2018 03:25 Edited at: 24th Jan 2018 03:27
Are you using the may 2017 live version or the New public preview version?
I will be happy to test out some of the objects if you would like. PM me a link to the objects on dropbox.

Also are you configuring your own FPE files or bringing them thru the importer? Which type of mesh are you using?
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Wolf
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Posted: 24th Jan 2018 03:29
Belidos
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Posted: 24th Jan 2018 08:32 Edited at: 24th Jan 2018 10:53
There's a few things it could be, let's start with the easy checks, making sure your textures are right, then we can move on to the model itself if it isn't a texture issue ...

Are these objects PBR?

If yes are you using both _specular and _gloss?

If yes then remove the specular, this can happen when you have both textures, they're not supposed to be used together.

If you're only using a _gloss, then it might be that your _gloss needs inverting, GameGurus _gloss texture is actually a _roughness texture named _gloss and not really a _gloss

If it's not a PBR model then i have no idea.

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Solar
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Posted: 24th Jan 2018 09:32
Hi Disturbing 13.

Import the model into Fragmotion again, select face menu - flip vertex normals, and flip the x vertexes. Sometimes that works.
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Disturbing 13
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Posted: 24th Jan 2018 22:17 Edited at: 24th Jan 2018 22:34
These files are .fbx files which I imported to Blender (since both Fragmotion and milkshape won't import these) Then I exported it as a .obj. From here I import it into milkshape to resize the object and make sure the texture path is good as well as any alterations I may need to do and save it as a .ms3sd. Then I import it into Fragmotion just to export it as a .x (milkshapes .x exporter always crashes on me)

@Pirate Myke - I'm using the basic up to date version of GG (no test version) Here is a free model that uses the same type of workflow. See if you can do anything with it. https://shop.bitgem3d.com/collections/free-3d-models/products/low-poly-rock-formation-02

@Belidos - No PBR just basic objects. In fact the texture is very hand drawn and cartoony. I really don't even want effects to be applied; I just want it to react to light.

@Solar - Thanks for that, but no dice unfortunately.

This is what it 's supposed to look like.


This is what it looks like on highest setting.


It looks like the first pic on medium or low.

Maybe I need to export strait from Blender as a .x

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Pirate Myke
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Posted: 25th Jan 2018 00:02 Edited at: 25th Jan 2018 01:26
Ok, Have the files. I will take a look at them.

Hmm. This is what the link took me to.


EDIT:
There was a .obj file in the zipfile posted. I took that into fragmotion applied the textures to the object and exported it as xfile. Hand made an FPE file and here is what I get using the DNS format with the entity_basic.fx assigned to it.


Not dark, but I can see I would want to reassign the smoothing groups to it to clean up the shadows a bit.

I Dont have the knowledge of blender, so I will import the FBX files into 3dsmax and see what they look like.
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Disturbing 13
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Posted: 25th Jan 2018 02:29
I'm finding that I get better results if I import the .fbx file into Blender and export it as a .x (didn't know I could do that) Then I import it into Fragmotion and export it as a .ms3d. Then I open it in Milkshape and make my changes then export using Milkshape. Milkshape is a fickle mistress to me when I export a .x sometimes it crashes but now it seems to work. I think I have it down now. Thanks for the help guys but if you find an easier way to get it done I would appreciate it.
Best,
George
Pirate Myke
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Posted: 25th Jan 2018 02:30
Cool, Your welcome.
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Belidos
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Posted: 25th Jan 2018 08:38
Quote: "I'm finding that I get better results if I import the .fbx file into Blender and export it as a .x (didn't know I could do that) Then I import it into Fragmotion and export it as a .ms3d. Then I open it in Milkshape and make my changes then export using Milkshape. Milkshape is a fickle mistress to me when I export a .x sometimes it crashes but now it seems to work. I think I have it down now. Thanks for the help guys but if you find an easier way to get it done I would appreciate it.
Best,
George"


Quick question, if you're starting off with Blender, why are you using all those different modelling programs, when Blender is all you really need for static objects?

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Disturbing 13
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Posted: 25th Jan 2018 09:59
I'm not really versed in blender really. I only really know my way around the import /export functions (and not as well as I thought I did).
In Fragmotion I just use it to do what I can't in Milkshape. So yeah I'm an old schooler still using milkshape for everything I can. It's just one of those things where I got so comfortable using it, when I try anything else it just doesn't stick to to my old brain.
Belidos
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Posted: 25th Jan 2018 11:56 Edited at: 26th Jan 2018 16:04
Fair enough, just wandering. But as you've fond out sometimes these programs don't work well together and you have to fine tune them

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Wolf
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Posted: 26th Jan 2018 12:28
If the problems persist, just send one to me via PM and I see if I can find an anomaly.

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