Discussion in 'Art' started by f1r3w4rr10r, Nov 11, 2010.
not to self: dont use fucking squash when planning to export to .SMD -.-'
so after none of the other devs got any idea how to fix this issue im gonna ask the community too
im exporting via the 3DS max SMD exporter
after that for checking im importing the SMD with the SMD importer back to 3DS
then i see this:
happens on both 2010 and 2011
basically each object in the scene got replaced by a bone model
(yes i already tried to build a skinned mesh -> same result, bones get converted properly the rest not)
...maybe we should rewrite source engine to support point clouds
It's quite possible the exporter isn't compatible with 2010 or 11.
Or the importer isn't.
Or SMD is an entirely alien format written in moon langauge and most of the max related data is lost, which is quite possible.
Can you show or upload the SMD? It's a textfile, you can open it with any editor. Post a screenshot of how it's supposed to look along with it.
already looked into that
the weird thing is that it only saves like one coordinate for each object
hold a sec, will upload one
2011 and 2010 one
2010 crashed everytime right before finishing
ok it seems i fixed it
i just build a test bitmap texture for the diffuse map and it worked
seems that the exporter wont do shit without a texture or with standard materials
and it worked in 2011 btw ;P
It says so in docs/FAQ so I assumed you exported it with bitmap attached.
yes i did now
i thought it would atleast build the meshes when i attach a default material
actually i have to admit that it says so in the log too:
"there where warnings please check the log"
"[objectHere] is lacking a diffuse bitmap...*scroll right* SKIPPING MESH"
maybe it was a bit stupid of me not scrolling to the right and not seeing this...
so yeah the model is done
what id like to mention now is:
if someone wants to try himself on making a texture, your welcome
otherwise i will have to give it a shot
but i cant promise anything im not that good kind of a 2D artist
i think i could make a heightmap though
Is it UV mapped?
not yet but i could do that pretty fast
Famous last words.
that out of your mouth
yeah well lets see how occupied i am tomorrow and i'll try to make a UV map
See guys, that's fucking dedication. UV mapping on christmas day. It's like giving your eyeball a papercut on your birthday.
actually christmas itsself was yesterday evening in Germany
Today is just meeting with relatives but yeah
uh bye the way now that i got a bit time i would like to know how large a usual texture is in the source and if it can be different resolutions for the diffuse and the heightmap and if i can include the heightmap in the alpha channel of the diffuse map or do i have to make a new texture for that
the next thing i want to know is: can you open the .uvm files with something like uvmapper so that you acn see the uvs or do i have to mark them on the background of the diffuse map and upload that one
Smithy used 3ds as far as I know.
Source allows single UV set so all coordinates are shared for diffuse, specular mask, normal map, phong mask and height map. Put height map in normal map VTF's alpha channel. (Photoshop allows adding alpha layer from separate file, do that than export and VTFEdit will see TGA as RGBA)
just not to let you down with news:
im done with the uv for the basic body
whats still left are the engines, wheels, rotors and the turret
will continue tomorrow
im quiet tired now
(3 am here)
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