afecelis
Member
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Weird geometry display
I tried loading this model I created in blender:
So I exported it as OBJ, and dropped it into EE's mesh editor and it shows up like this:
I thought it was because I had "smoothed" my geometry in blender so I tried again setting the geometry to solid but still got the same result, the geometry is distorted in mesh editor.
Any ideas? :?
cheers,
Alvaro
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01-16-2009 12:51 AM |
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craksy
Member
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Re: Weird geometry display
i think both the mesh editor, and the world editor, is having problems with big models!
try to take it into blender again, scale it down a bit, and try again...
hope it helps
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01-16-2009 01:19 AM |
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afecelis
Member
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Re: Weird geometry display
Thanks Craksy. I'll try that out and see how it goes.
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01-16-2009 02:06 AM |
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Esenthel
Administrator
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Re: Weird geometry display
Hi,
Well the problems is most lilely because you haven't select to export the vertex normals if they're not present, ME generates them automatically which may look different than the original.
just select to export the normals and everything will be ok.
and
Quote:i think both the mesh editor, and the world editor, is having problems with big models!
no, it doesn't matter if your model is big or small
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01-16-2009 11:15 AM |
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afecelis
Member
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Re: Weird geometry display
Great, I just saw the option available among the obj exporter.
Once I reboot into windows I'll give it a try.
Thanks evryone for all the help.
cheers,
Alvaro
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01-16-2009 02:07 PM |
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afecelis
Member
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Re: Weird geometry display
It was worse! :(
here are the export options available for obj in blender, to see if any other thing should be selected :
I'll also try exporting as 3ds, X or ASE to see if anything changes.
regards,
Alvaro
Edit: quick question; the wrl format supported is VRML97 wrl format?
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01-16-2009 03:33 PM |
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afecelis
Member
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Re: Weird geometry display
Working from blender, X is the answer!
I just need to check the z axis direction option to get it vertically ok
Or, an obj exported from silo also does the trick (btw, just remembered I gotta put silo in the tools section):
other formats tested:
ASE exported form 3dsmax:
vrml97 wrl exported from blender:
3ds was out of the question since the model surpassed the 64k vertex count limitation.
on with my tests
regards,
ALvaro
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01-16-2009 03:57 PM |
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afecelis
Member
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Re: Weird geometry display
OK, so while I find a better code example to use, here's my 1m tall-bleeding building running in EE!
And here's a quick video (wmv format):
<!-- m --><a class="postlink" href="http://files.wildspad.com/afecelis/esenthel/files/builidng.zip">http://files.wildspad.com/afecelis/esen ... ilidng.zip</a><!-- m -->
Though the lighting is in a position that makes the facade totally dark, so now I gotta learn a bit about lighting and how to move entities in the engine to place them in better positions (is entities a good word in this engine?)
regards,
Alvaro
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01-16-2009 04:08 PM |
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Esenthel
Administrator
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Re: Weird geometry display
afecelis Wrote:It was worse! :(
I've found a little bug in OBJ importing when there are vertex normals but no vertex texture coordinates (it should be ok in the next version) so selecting vertex normals in OBJ exporting should work ok
when exporting in ASE you also should enable "vertex normals" exporting
I'll check on .wrl though
thanks for testing and showing the importing results.
in the engine I use the word "objects" instead of the "entity"
as for lighting , try to increase general light (ambient light), and decrease your power of dynamic light added manually
D.ambPower(0.4);
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01-16-2009 04:29 PM |
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afecelis
Member
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Re: Weird geometry display
cool! Nice to hear about those bug fixes.
You're right, I re-exported to ASE with normals enabled and it imported fine, I just have to check the vertical axis.
BTW, EE is a Z or Y vertical axis world?
Thanks for the light tip. Will also look into it.
regards,
Alvaro
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01-16-2009 05:11 PM |
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Esenthel
Administrator
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Re: Weird geometry display
X - right
Y - up
Z - forward
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01-16-2009 05:29 PM |
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