Incorrect UV Texture Orientation (Max to DIF)
by OQ Gamer · in Torque Game Engine · 11/20/2006 (6:37 pm) · 8 replies
Hi all,
I created an interior model for Torque in 3dsmax. It's a curved bridge model consisting of boxes. UV texture coordinates are okay and then I collapsed the mesh.
Next I exported the object to .MAP using Game Level Builder 2.22. I succeeded too.
But when I opened the model from Quark, I lose all the textures so I had to re-assign the textures from within Quark.
Next, I exported the interior model, using Torque|ExportMapFile Only menu. Then I used map2dif_plus filename.map to convert it to a .DIF file.
When I opened the mission in Torque, the UV texture coordinates that were set in 3dsmax are all incorrect, ie. wrong orientation, .PNG partially-transparent textures didn't look transparent.
All files (JPG, PNG, .MAP, .DIF) are in the same folder.
Any solution to this problem? Any help appreciated.
TIA,
O. Newman
I created an interior model for Torque in 3dsmax. It's a curved bridge model consisting of boxes. UV texture coordinates are okay and then I collapsed the mesh.
Next I exported the object to .MAP using Game Level Builder 2.22. I succeeded too.
But when I opened the model from Quark, I lose all the textures so I had to re-assign the textures from within Quark.
Next, I exported the interior model, using Torque|ExportMapFile Only menu. Then I used map2dif_plus filename.map to convert it to a .DIF file.
When I opened the mission in Torque, the UV texture coordinates that were set in 3dsmax are all incorrect, ie. wrong orientation, .PNG partially-transparent textures didn't look transparent.
All files (JPG, PNG, .MAP, .DIF) are in the same folder.
Any solution to this problem? Any help appreciated.
TIA,
O. Newman
About the author
#2
Sorry for the question but time ago i leaved Torque just for this problem (and 1 UV set to :)).
Are here news in 1.5 for this problem?
Thanks in advance.
11/21/2006 (9:05 am)
Hi, so the problem is GLB? so a level can be exported in .dts from max or have to work only with Quark like program and export a .map?Sorry for the question but time ago i leaved Torque just for this problem (and 1 UV set to :)).
Are here news in 1.5 for this problem?
Thanks in advance.
#3
11/21/2006 (9:07 am)
1.5 news for multiple UV sets? Or mesh interior export?
#4
You could export buildings or parts of a level as a DTS if you wanted to. Just don't be surprised when the performance for your game goes down to 1 fps though.
The problem with using DTS shapes for levels is that the collision data contained within DTS shapes isn't too optimized. You are limited to some pretty simple collision shapes. Worse yet is that DTS collision is always checked against objects around it, as such the large your DTS collision shape is the more of an affect it will ahve on the games performance because the engine will have to check the shapes collision against a larger area of items.
If you want to make buildings or levels for your game, use the BSP MAP format, its what its designed best to do (and in fact pretty much every major FPS game on the market today still uses this logic). Augment the buildings or level after that with some simple and small DTS shapes to help fill in the sapces.
11/21/2006 (9:27 am)
@Luca,You could export buildings or parts of a level as a DTS if you wanted to. Just don't be surprised when the performance for your game goes down to 1 fps though.
The problem with using DTS shapes for levels is that the collision data contained within DTS shapes isn't too optimized. You are limited to some pretty simple collision shapes. Worse yet is that DTS collision is always checked against objects around it, as such the large your DTS collision shape is the more of an affect it will ahve on the games performance because the engine will have to check the shapes collision against a larger area of items.
If you want to make buildings or levels for your game, use the BSP MAP format, its what its designed best to do (and in fact pretty much every major FPS game on the market today still uses this logic). Augment the buildings or level after that with some simple and small DTS shapes to help fill in the sapces.
#6
Thank you Foster for explaining it well.
I hoped to use DTS not only for props but for levels too, but is not possible (for fps) because of my skills with various 3d package as 3dsmax, xsi and maya and theyr tools (of course QuArK is a great program too).
so thank you very much.
@ David
I know that 1.4 is limited only to 1 UV set, so I can't use precomputed lightmaps without "storing" them in texturemap having a CompleteMap. I'd like to know if the new 1.5 supports more than 1 channel and it's blending functions such as Add, Multiply (1x 2x 8x), Subtract and so on.
@Everyone
I take advantage of this post to ask if .fx shaders are supported in the engine
Thank you all
11/22/2006 (1:09 am)
@ FosterThank you Foster for explaining it well.
I hoped to use DTS not only for props but for levels too, but is not possible (for fps) because of my skills with various 3d package as 3dsmax, xsi and maya and theyr tools (of course QuArK is a great program too).
so thank you very much.
@ David
I know that 1.4 is limited only to 1 UV set, so I can't use precomputed lightmaps without "storing" them in texturemap having a CompleteMap. I'd like to know if the new 1.5 supports more than 1 channel and it's blending functions such as Add, Multiply (1x 2x 8x), Subtract and so on.
@Everyone
I take advantage of this post to ask if .fx shaders are supported in the engine
Thank you all
#7
11/22/2006 (7:33 am)
1.5 still supports 1 channel and shaders are not supported. TGEA supports shaders. However, I do not know if they are .fx shader format.
#8
11/22/2006 (9:08 am)
TGEA supports the . FX format, unfortunately its not a simple matter of taking an existing and working .FX file and dropping it into TGEA. Its best to think .FX in TGEA as its own unique little format, that you need to massage existing .FX files into in order to get them to work.
Associate Logan Foster
perPixel Studios
FYI: You should check on the developers page for GLB if you want quicker, proper and more accurate support to questions that relate to its use.
Logan