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UV scaling from Maya

by Kira · in Torque 3D Professional · 07/12/2009 (6:19 pm) · 10 replies

When we import .DTS from maya 2009 for example a tree the texture in The engine has half the tiling value it had in Maya
If for example we double the size of the UV shell in the UV Editor in Maya and then import the tree into Torque it's correct.
could this be a bug with uv scaling?

#1
07/14/2009 (6:21 pm)
Didnt realize this was such a hard question
#2
07/14/2009 (11:14 pm)
Could be a problem in your model, or the DTS exporter or T3D. Is the UV mapping wrong in ShowToolPro as well?

Do you see this effect on all models exported from Maya? For example, does a simple cube with a texture mapped using the full UV range (0 - 1.0) display in T3D like it was mapped with (0 - 0.5)?

Quote:Didnt realize this was such a hard question

In my experience the best way to get an answer (and a bugfix if appropriate) is to provide a test case so others can reproduce the issue. In this instance, the simplest possible model that demonstrates the bug.
#3
07/15/2009 (12:05 am)
No it only happens on some geometry stuff that is tiled not stuff that is placed 1-1 in uv space
Im about to try it in Showtool ,havent untill now as we use .DDS and showtool doesn't read them.
We have also noticed that dxt5 does not have alpha masking by default unless you use the alpha threshold usually set to about 120
#4
07/15/2009 (12:25 am)
Ok verdict is in , its T3D
UV's are correct in both Showtool and T3d if the textures are .png ,but as soon as the texture changes to DDS they tile half as much as they should
#5
07/15/2009 (6:35 am)
Exactly how are you scaling your UV? If you're using the scaling options in the Maya texture node, then you'll have problems. Everything must be done in the UV editor, directly in the vertices' UVs.
#6
07/15/2009 (2:46 pm)
@manoel
Thanks that I was wondering,yes I was using the 2d placement node
#7
07/15/2009 (2:52 pm)
@Richard: ah, there is the problem. Using that node is unreliable unless you're actually using it to animate the UVs.
#8
07/15/2009 (3:36 pm)
Yeah, Thanks
we are so used to doing projects that stay within Maya such as simulations and TV ad's you forget that those settings don't always carry over
#9
07/15/2009 (10:20 pm)
Hi Richard - since it works for .PNGs, it doesn't seem like it is a problem with the 2d placement node.

Are your DDS textures square (width == height)? I just noticed this bug report that talks about funny scaling for non-square DDS textures.

I can confirm that the changes listed by Stefan at the end of that thread are NOT in T3D (so it would have the same problem).
#10
07/15/2009 (10:22 pm)
Yep 1024x1024 512x512 and 512x256 all act the same