Lion.Kanzen Posted April 30, 2014 Report Share Posted April 30, 2014 On 30/04/2014 at 6:34 PM, Trinketos said: Lo que quise decir es que no vi esa opción en el menú, pero viendo la imagen me di cuenta dode estavaok Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 30, 2014 Report Share Posted April 30, 2014 The display options are minimized in that menu when you first open it, you have to scroll down near the bottom and expand it. Backface culling should be under that. 2 Quote Link to comment Share on other sites More sharing options...
Enrique Posted May 1, 2014 Report Share Posted May 1, 2014 On 30/04/2014 at 4:03 AM, Trinketos said: This error usually happens if you have vertices or edges that are not conforming a triangle. These are called "loose vertices". To get rid of them:-Select your mesh -Hit TAB to enter edit mode-Hit Ctrl+TAB and switch to face selection mode-Now make sure to select all the faces with "A" (or double "A" if you had anything selected already)-Hit "H" to hide all the selected faces-HIT Ctrl+TAB again and now change the mode to vertex selection-Toggle between "select all" and deselect hitting A some times and look for single vertices and delete them.This basically only "hides" faces and polygons, and then switch to vertex mode, so you can only see vertices that are disconnected from your mesh.DAE files throws that errors when trying to import single vertices and sometimes single edges. 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted May 1, 2014 Report Share Posted May 1, 2014 On 29/04/2014 at 2:41 AM, Trinketos said: como hago para ver esoThis problem are normals facing the wrong way. (inverted normal faces do not result in error when importing)To solve this, you can try with blender "auto correct" normals:-Select the object and TAB to edit mode.-Select All with "A"-Hit Ctrl+N to recalculate normals.If this auto correct is not perfect, you can always flip the faces of the polygons that you want:-In edit mode select all the faces you want to flip normals with shift-right click to keep adding to the selection-When you have all the faces you want to flip normals, in face mode hit "W" for the specials menu, and select "Flip normals" 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 1, 2014 Author Report Share Posted May 1, 2014 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 1, 2014 Report Share Posted May 1, 2014 Great tutorials of our art commander and our medieval Lord. In all detail. . Yet this error is quite strange. Hints to hardware or corrupt file? And that in line 1? How did you export from blender? Can you upload the .blend file again? Quote Link to comment Share on other sites More sharing options...
niektb Posted May 1, 2014 Report Share Posted May 1, 2014 Could you try to enable/disable GLSL (that is preferGLSL=true or false) in your config file? Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 1, 2014 Author Report Share Posted May 1, 2014 meso_civic_center_new.7zthere it is Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 1, 2014 Author Report Share Posted May 1, 2014 On 01/05/2014 at 9:52 AM, niektb said: Could you try to enable/disable GLSL (that is preferGLSL=true or false) in your config file?I have disabled all graphic optionsMy computer would not hold if all graphs in high Quote Link to comment Share on other sites More sharing options...
niektb Posted May 1, 2014 Report Share Posted May 1, 2014 Try enabling preferGLSL and gentangent only, that doesn't cost a dime performance-wise. 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 1, 2014 Author Report Share Posted May 1, 2014 It does not work, I caused an error message and much lag Quote Link to comment Share on other sites More sharing options...
niektb Posted May 1, 2014 Report Share Posted May 1, 2014 (edited) preferglsl = truegentangents = trueDid you set these two both as true?That error is because he is unable to (what reason that might be) compile the ARB shader. Set preferglsl to true replaces ARB shaders with GLSL shaders, which might solve the error. Another solution might be that your model is not 100% correct which the program doesn't like. Edited May 1, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 1, 2014 Report Share Posted May 1, 2014 I had to join the mesh. Also created an actor file for it (using mauryan temple.xml). Worked in Atlas. Yet there might be issues left. (surprisingly the textures fit not too bad)meso_civic_center.blend.ziptemple.xml 2 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 1, 2014 Author Report Share Posted May 1, 2014 On 01/05/2014 at 12:06 PM, niektb said: preferglsl = truegentangents = trueDid you set these two both as true?That error is because he is unable to (what reason that might be) compile the ARB shader. Set preferglsl to true replaces ARB shaders with GLSL shaders, which might solve the error. Another solution might be that your model is not 100% correct which the program doesn't like.preferglsl = true I got this in true On 01/05/2014 at 2:00 PM, Hephaestion said: I had to join the mesh.Also created an actor file for it (using mauryan temple.xml).Worked in Atlas. Yet there might be issues left. (surprisingly the textures fit not too bad)According to what I understand of the image works with other textures,it be that I did my texture is the problem 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 1, 2014 Report Share Posted May 1, 2014 (edited) AFAICS There is nothing wrong with your texture. Edited May 1, 2014 by stanislas69 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 1, 2014 Author Report Share Posted May 1, 2014 is worked Quote Link to comment Share on other sites More sharing options...
Enrique Posted May 1, 2014 Report Share Posted May 1, 2014 I think the problem in the texture is that the height and width are not powers of two. (this image is 1600x1200)needs to be 512*512, 1024*1024, 2048*2048, etc OR 512*1024, 1024*2048, etc... Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 2, 2014 Report Share Posted May 2, 2014 (edited) Thx. Enrique. Say, is it just me or have I somehow now introduced two meshes in one? Which usually should not even be possible? Or is the roof a prop? Edited May 2, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
Enrique Posted May 2, 2014 Report Share Posted May 2, 2014 On 02/05/2014 at 11:05 AM, Hephaestion said: Thx. Enrique. Say, is it just me or have I somehow now introduced two meshes in one? Which usually should not even be possible?Or is the roof a prop?If you combined the two meshes into one object with ctrl+J then the game just read it as one object. If you didn't join them and there's no error in atlas it may be that the collada exporter in blender is getting better and now can handle more than one object and joins them automatically. But no, props don't appear in the actor automatically, you have to set them up in the .xml Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 2, 2014 Report Share Posted May 2, 2014 Yes that's what I feared. I used your Mauryan xml and eventhough I changed the mesh, still both show up mixed, because the temple has no rounded roof. <group> <variant frequency="100" name="Temple"> <mesh>structural/meso_civic_center_new.dae</mesh> <props> <prop actor="props/structures/mauryans/temple_struct_b.xml" attachpoint="root"/> </props> <textures> ...I apparently mixed it. My fault. So if you wish to use another prop in the Temple variant, then feel free to change it Trinketos.The variant name Temple, do we have to consider something when we choose it? I think for the animations the name is important, but here I don't really know. Quote Link to comment Share on other sites More sharing options...
Enrique Posted May 2, 2014 Report Share Posted May 2, 2014 The error there is the mauryan prop. If you remove that prop, the mauryan roof will not show Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 2, 2014 Report Share Posted May 2, 2014 Yes indeed. At first I didn't even notice it. Then suddenly I thought .. oh, what did I post in the forum. Forgot to change the mesh!! And then I already prepared to a laughing crowd in this forum .. just waiting to tell me that didn't upload the temple civil center, but just the mauryan one. And I didn't even notice. It made me feel strange. Great you put it in as a prop. I could use it for prop demolition. Have to test what the main mesh looks like then. Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 2, 2014 Author Report Share Posted May 2, 2014 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 2, 2014 Report Share Posted May 2, 2014 Nice Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 2, 2014 Report Share Posted May 2, 2014 Nice need props and proped texturization. Good start. I'm proud of you . Quote Link to comment Share on other sites More sharing options...
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