Easy Building Editor / [SOLVED] Invisible entities

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TSH
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Posted: 2nd Dec 2018 22:13
Hi!

When I get an entity from "Entity Workshop" or
by using "Import Model..." my entity is invisible in EBE.

The entity exist in EBE. I can select it (by
dragging) and when I select "Properties" the name of
my entity can be found.

The built-in entities work correctly. I got
an entity via PirateMyke that works too.

The entity that I got from "Entity-Workshop" is
just a plain wall without a texture.

The one that I got by importing is a .FBX-file
without a texture.

These both are invisible.

This thing arose just recently.

Waiting for suggestions!

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Pirate Myke
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Posted: 2nd Dec 2018 22:57
Were you able to assign a texture to them?
Can you email me the object and the texture files to myke1net@hotmail.com
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Pirate Myke
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Posted: 3rd Dec 2018 19:15
This will need to have some sort of UV'd texture applied to it. It is a requirement of GameGuru for it to display.

Material colors do not work alone.


Without color, do you mean like glass? Transparent?


What I would do is make solid color diffuse maps for the colors and transparencies that you want.

Assign the ones to different FPE files like such for use. You can have a collection of them.




Let me know your thoughts. If you have a paint program you can make you own. they can be small, as they need no detail. 128 x 128 even. Save them as .dds files preferred, but .png or .jpg will work fine. If you will need glass type, then you will need to use .dds with dxt5 compression, or a 32bit png file.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

TSH
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Posted: 4th Dec 2018 21:07
I realized that I can just substitute
the actual picture (_color) with a plain color
(here blue).

Included are two pictures. The goal here
is to have a room with a light in the center of it
with proper speculars on the walls.

In picture "1" you can see a light in the
center af a room. In picture "2" you can see the
speculars are not similar between the walls.

One solution might be to disable the effects
of the light for my walls, since (in my case) the walls
and the light aren´t moving. There will be objects in the
room that cast shadows to the walls, though.

There is practically no use of computing the
walls apart the shadows.

If you figure out how to have proper speculars
to my walls that would be a fine thing.

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Pirate Myke
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Posted: 4th Dec 2018 23:09 Edited at: 4th Dec 2018 23:44


The textures in the attached file below, give me these results in the EBE structure.
Is this what you are looking to achieve?

All you need to do to have different colors, is make duplicates of the set, and change the color name.

Then actually change the color for the _color and _D files only save the file.

EDIT:
Does not seem to matter which file format you use on them. The making f the texture sheet after picking new textures, seems to have a issue in it. I will report that to GitHub after further testing.





Now I did notice that when using .png files, that the normal and specular texture don't get updated to the texture sheet.

I will make a .dds set for testing.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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TSH
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Posted: 5th Dec 2018 23:39

Hi!

The picture with your last post looks better
than my room (picture 2 in my last post). If possible,
get a picture of your blue room directly ahead of it
(like I had in my picture). The goal is of course to have
similar looking left and right walls as roof versus floor.

With my last photo I kept my _gloss white since
black (being a mirror, I think ) could cause odd reflections.

Just a etymologything here: When speaking
of texture in GG is it only for _D and _color?

Is the texturesheet a function of a specific
utility or is it just a collection of maps for one surface?

I am not home until next Sunday-evening so that
may affect my posting.

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TSH
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Posted: 11th Dec 2018 21:53
This post has been marked by the post author as the answer.
I tested the room with the textures you got me. The result
isn´t mathwise perfect, but I go with it (maybe getting back
to this issue later).
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