texturing a level problem PLEASE, HELP me

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nikkk
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Joined: Sun May 06, 2007 6:14 pm

texturing a level problem PLEASE, HELP me

Post by nikkk »

Hi!
Please help me! i cant to texture model imported from 3ds. see incuded files.
in future i want to try to set player add collisions etc..
thanks !
Attachments
done2.rar
3ds + texture 512x512
(413.98 KiB) Downloaded 517 times
nikkk
Posts: 32
Joined: Sun May 06, 2007 6:14 pm

here max file...

Post by nikkk »

here max file...
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done2.rar
(41.32 KiB) Downloaded 509 times
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Kjell
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Post by Kjell »

Hi,

I've imported your 3ds file into ZGE and there seems to be a UV problem.

Image

Make sure to collapse your stack before exporting so that any Rendermap Generator data is baked into your mesh.

*I'm no 3DMax user so I cannot inspect your .max file.

Good luck,
Kjell
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VilleK
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Post by VilleK »

Thanks for helping, Kjell.

I don't have Max either. I tried importing the 3ds into another program and the texture looked weird there too. Nikkk, can you provide a screen shot of how the model appears in Max?
nikkk
Posts: 32
Joined: Sun May 06, 2007 6:14 pm

Post by nikkk »

thanks for replys. here is screenshot if opem max file...
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inmax.jpg
inmax.jpg (152.64 KiB) Viewed 15344 times
nikkk
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Post by nikkk »

pplease, try this new 3ds...
Attachments
done2.rar
(6.74 KiB) Downloaded 548 times
nikkk
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Post by nikkk »

btw, the real texture size is 3072x3072.can you implement to use this size to import as a texture?
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Kjell
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Post by Kjell »

Hi nikkk,

The UV map in your new 3ds file seems to be identical to the old one.

Image

As you can see the majority of faces are overlapping each other, which can't be right. Could you please post a screenshot of the UV Map in 3DMax ( Edit UVW )?

*By the way, switch your 3DMax viewport driver to OpenGL ( instead of Direct3D ) for a more accurate preview of your scenes.

K
Last edited by Kjell on Wed May 07, 2008 7:21 pm, edited 1 time in total.
nikkk
Posts: 32
Joined: Sun May 06, 2007 6:14 pm

Post by nikkk »

sorry i my timework is out for today. tomorrow i try to unwrup UVW.... see you!))
nikkk
Posts: 32
Joined: Sun May 06, 2007 6:14 pm

i guess i did it!)))

Post by nikkk »

here is is 3ds file with fixed UWV coords
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321.rar
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nikkk
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Post by nikkk »

i did it!)))))))))) see includes!)
now help me to set up player and collisions...))))
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done2_OK.rar
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nikkk
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Post by nikkk »

PLEASE!!!
nikkk
Posts: 32
Joined: Sun May 06, 2007 6:14 pm

Post by nikkk »

i implement a player, but dont understand how make collisions player with walls and floor(((((((
Attachments
done2exe.rar
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nikkk
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Post by nikkk »

fixing camera position)))
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done3alpha.rar
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Kjell
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Post by Kjell »

Hi nikkk,

As mentioned before, there is no CollisionStyle:Mesh or anything similar at the moment, so you need to come up with a alternative. The easiest is to recreate your environment with Models that make use of Box3D / Rect2D_OBB CollisionStyles. It does get quite tedious when you have complex environments though. The other option is to export your 3d polygon data to a text format and write the according collision checking procedure yourself. However, due to ZGE not supporting arrays and communication between objects this takes quite some creative scripting.

Also, since ZGE currently lacks any kind of Raycasting possibilities, determining distances to intersection points is not easy either. Which means that slopes will make your life a whole lot more difficult ( like the exit of your garage ).

I suggest you take a look at Ville's FPS example provided with ZGE.

Kind Regards,
K
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