3rd Party Models/Media Chat / [SOLVED] FBX BUG

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imothep85
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Posted: 19th Apr 2020 10:27
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Hi, when i import my fbx from 3ds max it works (picture1)
when i use the PAINT SPREAD TOOL in GG i get DISTORDED objects....!

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synchromesh
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Posted: 19th Apr 2020 11:43
I wouldn't worry right now ..
The engine will be totally different in the weeks to come.
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imothep85
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Posted: 19th Apr 2020 12:05 Edited at: 19th Apr 2020 12:06
i'm using this version, not GG MAX !!
Also i would like to remove / disable ALL the PBR effects by default !

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synchromesh
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Posted: 19th Apr 2020 12:15
Ahh my mistake I misread 3ds Max
I will move it to 3rd Party Models and Media then for you.
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imothep85
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Posted: 19th Apr 2020 12:22
it has nothing to do with 3ds max medias & objects, the problem is GG paint spread tool !!
synchromesh
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Posted: 19th Apr 2020 13:56 Edited at: 19th Apr 2020 17:42
Ahh so the best place to report that is GitHub then
https://github.com/TheGameCreators/GameGuruRepo/issues
A video would also help Lee.
I assumed its a model issue as other models don't do this.
Would that be correct ?
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imothep85
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Posted: 24th Apr 2020 10:46 Edited at: 24th Apr 2020 10:46
GraPhiX
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Posted: 24th Apr 2020 10:57 Edited at: 24th Apr 2020 11:08
i think you will find this is not a bug but intentional! the spray tool was designed to spray grass and bushes randomly, so that each do not look the same variation is i think a factor, the spray tool was not designed for buildings and such, most people like to design their level with objects they purposely place, i for one would never use the spray tool with any asset except vegetation, i think i have used it with small boulders and it worked fine i will check again.

yep works as it is supposed too, the smaller the item the better it looks, maybe your rock is too big and the variation even though slight is magnified with your asset, even barrels look ok i think the barrel asset is too big but it does get away with it for variation.

you can see in this video the variation at work i only used one rock but for the most they all look different that is how the spray tool works it adds variation in scale and orientation its not just a paste thing

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GraPhiX
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Posted: 24th Apr 2020 11:22
i have just tried with a large boulder and it works fine, i have attached the rocks i made here for you too try, if you would like me to take a look at your model please send it to me and i will see if i can help you

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imothep85
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Posted: 24th Apr 2020 11:37
thanks for the videos it helps a lot, do you know how to remove ALL the pbr effetcs in GG,
because the default ground keeps some kind of bump map ??
I don't ned bump/normal maps i just use flat colors painted no bumps, normal, etc
Bored of the Rings
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Posted: 24th Apr 2020 11:45
have you tried looking in the settings.fx -> //#define USEPBRTERRAIN // USE PBR terrain even if you have pbroverride=0 ( medium, only work with one cascade (3) using pbroverride=0 )

Also in setup.ini, is your pbroverride=1 set to pbroverride=0?
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Belidos
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Posted: 24th Apr 2020 13:22 Edited at: 24th Apr 2020 13:28
pbroverride doesn't turn pbr on and off, it allows gameguru to treat non-pbr models as pbr with default additional maps based off the material index.

For terrain just put a neutral flat normal map (all one colour, i forget what the neutral flat normal colour is right now though) named the same as the texture with the suffix _N or _normal, in the same folder is the terrain texture you want to use.

Edit: Attached an example texture to use as a normal map with no "bumps" (it's not really bump but normal directions but you know what i mean) in dds and png, just change the name part of whichever you want to use to the same as your texture.


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