Product Chat / [SOLVED] PBR Textures help

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Clockmaster77
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Posted: 31st Mar 2019 18:31
Hi! I'm a Game Guru new user, just bought the program on Steam.
I'm very interested in importing my own assets, since I'm a 2o years of experience Lightwave 3D user, as a 3D modeler.
Today I've created a test object in .x format and created all necessary textures for a Game Guru PBR material in .dds format.
I've created the textures with the following extensions:

texturename_color.dds
texturename_metalness.dds
texturename_gloss.dds
texturename_normal.dds
texturename_height.dds
texturename_ao.dds
texturename_detail.dds

Only the illumination was not used since the object is not self illuminated.

The Game Guru importing interface recognizes all the textures.
But when I create the .dbo entity, the model has no texture at all.
How can i do? there is a more complex interface or a file where I can specify in detail the object properties (is the .fpe file)?

Thank you all very much for the assistance.

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OldFlak
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Posted: 31st Mar 2019 21:52 Edited at: 31st Mar 2019 21:56
Don't use the importer myself, but usually no texture means the line in the FPE is missing or incorrect. Also check the correct effect is there as well. look for these lines:


Just open the FPE in notepad

Also if the model is using multi textures I think the textured entry should be blank. Not had to use multi textures yet myself, but someone else will chime in sooner or later.

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Clockmaster77
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Posted: 21st Apr 2019 21:48
I still haven't had any success with my textures, also importing the .fpe file from PBR objects in the entity bank and replacing my objects and textures names into it. Any other suggestion?
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smallg
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Posted: 21st Apr 2019 23:35
try the DNS method and see if it textures?
are you able to import as .x?
don't think there should be any issue though, as long as the model has UV mapping it should texture fine
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cybernescence
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Posted: 22nd Apr 2019 00:01
If your model has too many polys for GG it won’t render.

Have you tried a very simple object entity as a start or is it a high poly/vertex model?

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GameGuruEvan
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Posted: 26th Apr 2019 23:20
For troubleshooting, I find it is a good idea to work in stages of complexity.

If your custom asset is not showing up, I would recommend bringing it right back to simple. You could try the following steps.

Create a primitive object in your modelling package. A square or a sphere. Make a copy of a simple GameGuru asset (one that has no custom animations or scripts), place it in the USER folder (just to keep things tidy) and replace the X file with your own (renamed). This will test if there is a problem with your export process in general, because you know everything else works.

If this works fine, try exporting your object (no bones or anything fancy, just the mesh) and repeat the above. This is a more advanced version of the above test..

If this works, try the full model export and repeat the above process. If this works, then it's safe to say that your model is exporting correctly.

After this point, it's safe to say the model is OK, so the problem may be with your textures. In that case, I would recommend doing the same style of tests as shown above.. such as...

Take an existing PBR asset, copy it into the USER folder and replace the X file with your own. Test to see if the textures work correctly on your model. Then replace those textures one at a time with your own until it breaks.

It's a slow process, because you are just making one change at a time, but it's a good way to isolate where a problem is.

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GraPhiX
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Posted: 27th Apr 2019 09:15
if you would like to send me your asset and textures I will have a look for you you can send them via https://wetransfer.com/ this service is free for files upto 2GB zip them all including the .X and a .OBJ to kevan@hampsons.org.uk
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Clockmaster77
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Posted: 1st May 2019 17:27
Thank very much You GraPhiX, I will transfer my asset to you today through wetransfer.com.
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GraPhiX
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Posted: 1st May 2019 19:10
Hi Have sent the asset back to you

just a couple of things you need to adjust your scaling in what ever modelling package you use the barrel was very tiny I had to scale it up by a factor of 40, your UV is stacked PBR does not like stacked UV's you might get away with it but I would recommend not to stack once the lighting is complete within the engine if your assets UV is stacked it may not lightmap correctly also you need to tone down your normal map it is over emphasised scale it down to about 6%

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Clockmaster77
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Posted: 1st May 2019 20:54
Thank You very much! The UV was stacked since it was just a test one, so I didn't use unfolding tools.
So the problem was just in the scaling or also in the wrong compilation of the .fpe file? I'm wondering.
Anyway thanks again, now finally I'm able to import my own assets!
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GraPhiX
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Posted: 1st May 2019 21:11
You Are most welcome, yes the FPE was wrong too the texture name was incorrect and the GG importer added unnecessary fields it is usually better to manually create your fpe I personally never use the importer it is far from a finished tool I'm afraid.

the poly count is a tad too high for your model try and get it down delete the inside faces and look at your segment count for the circle you created for the barrel 24 segments should be more than enough
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Clockmaster77
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Posted: 1st May 2019 21:36
Hi! I have tried again to import a test and simplier asset (a sphere), with unstacked UV, correct compiled .fpe file and bigger scale, but the textures still are missing. I'm pretty sure the issue is something relative to the .lwo to .x conversion. I've also tried the software ModelConverterX to convert from .obj to .x but sadly missing my textures again. May I ask which tool do you use to convert .obj files to .x files?
Excuse me if I'm tedious, but I'm very interested to importing my self made assets into the editor.
Goodbye
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GraPhiX
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Posted: 1st May 2019 21:50
Hi I use Fragmotion http://www.fragmosoft.com/ its a very good tool please make sure your texture name is correct in the fpe it has to be exactly the same, also make sure you are scaling big enough for GameGuru I use sketchup and real world dimensions seems to work for me.
post your fpe here so I can see it please
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Clockmaster77
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Posted: 2nd May 2019 06:44
Attached the .FPE. I've checked the texture name.
Maybe the problem is in the UV Texture map name? In Lightwave it has the default "UV Texture" label, but perhaps GameGuru doesn't recognize it and it has to be different? Just Wondering.
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GraPhiX
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Posted: 2nd May 2019 07:30
I don't see the FPE !
can you take a screenshot of your export window, I would like to see the export options for your program, also send me the sphere you made please.
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Belidos
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Posted: 2nd May 2019 13:16 Edited at: 2nd May 2019 13:16
Quote: "your UV is stacked PBR does not like stacked UV's you might get away with it but I would recommend not to stack once the lighting is complete within the engine if your assets UV is stacked it may not lightmap correctly"


That's one thing that agitates me with GameGuru, it's not that PBR doesn't like stacked UV's, it's that GameGurus lightmapping doesn't like them.

Stacking UV's is a very common way to get more use out of your texture space, and engines like Unity and Unreal etc. don't have a problem with them because those engines automatically unwrap it's own separate UV for lightmapping whereas GameGuru seems to just create a lightmap texture direct from your models UV layout which causes issues with stacked UV's.

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Clockmaster77
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Posted: 2nd May 2019 17:45
Here's the files.

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GraPhiX
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Posted: 2nd May 2019 19:14
you have the wrong model in your FPE:



also make sure TestSphereTexture_color.dds is the actual name of your textures
this FPE should work for you:

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GraPhiX
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Posted: 2nd May 2019 20:07
This post has been marked by the post author as the answer.
here is a quick test with your sphere



applications used:

Ultimate Unwrap 3D Pro https://www.unwrap3d.com/u3d/index.aspx
Fragmotion http://www.fragmosoft.com/
Quixel Suite 2.3 https://shop.quixel.se/

I noticed that the directx version lightwave is exporting is v8 is there no option for v9 ? it may be worth investing in UU3D for your export needs it natively supports LWO files
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Clockmaster77
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Posted: 2nd May 2019 20:31
Thank You for all the time you dedicated to my issue. Now if I import the model it sees all textures. I've noticed it is necessary, in fragmotion, to save .x model in compressed format. Anyway I've imported the testsphere in "Big Escape" Level and all the textures are present.
I've marked your last post as answer.
Hope sooner or later the Game Guru importer tool will be improved, so users will no more need to set all paramenters manually in the .fpe file.
Thanks again for your help. Have a Good Day.
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GraPhiX
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Posted: 2nd May 2019 20:34
you are welcome glad you are sorted

Quote: "I've noticed it is necessary, in fragmotion, to save .x model in compressed format."


no it is not necessary Its personal preference a compiled X is smaller than a text one loads a little faster
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