Difference between revisions of "Talk:Modeling with 3D Editor"

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I got the same problem with LEGO Racers Magma Moon Marathon, two textures will always become solid and I can't fix it...
 
I got the same problem with LEGO Racers Magma Moon Marathon, two textures will always become solid and I can't fix it...
 
-- [[User:NiAlBlack|NiAlBlack]] 20:23, 8 December 2012 (UTC)
 
-- [[User:NiAlBlack|NiAlBlack]] 20:23, 8 December 2012 (UTC)
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== What? ==
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Ok, one tutorial says Google Sketchup is '''free'''. While you need the OBJ Exporter is only a '''Sketchup Pro''' feature. Help, anyone? --[[User:MitsySueG24|MitsySueG24]] 14:59, 24 February 2013 (UTC)

Revision as of 14:59, 24 February 2013

Removed all of the SZS Modifier stuff. We can always bring it back if needed.

Igorseabra4 02:07, 29 April 2011 (CEST)


Sorry but as it was earlier was much better, I never did this before and I don't understand anything about it.
Please someone make it more clear as it was when it was still szs modifier stuff.
kHacker35000vr 07:31, 16 May 2011 (CEST)


Can someone put down in text how to make sure the texture materials can be read on the BRRES Editor when exported by 3DS Max? That would be really helpful. Thank you..
ALPHAMARIOX 00:39, 5 June 2011 (CEST)


I discovered that too long polygonnames can damage the model.
I got a big problem with models and while searching the problem I read that making them shorter can solve the problem.
kHacker35000vr 16:47, 12 August 2011 (CEST)

"If your model has transparent textures, you will need to order the polygons so that the transparent ones are last. This allows for objects behind transparent polygons to render."

This is wrong. Every Object at the moment will be invisible behind transparent textures. Thats the reason why we need to put them into the course_model or wait till Chadderz fix it.
Tock 14:39, 9 October 2011 (CEST)

You're right, that was already in the tutorial. I meant to change that to something about the harry potter effect.--Jefe 14:46, 9 October 2011 (CEST)



The texturing tutorial says that you can use only the red and green pins, when editing the textures in Sketchup, for polygons with the disorted textures to not to be created. But I've succeeded disorting textures with the blue pin without additional polygons being created. I did that for models that are both curved and angled, like some parts of the road in Twinkle Circuit that I had to retexture myself. I think that, as long as the texture is still a regular shape (such as a parallelogram) it won't create a new polygon. But, if it's a common non-specific quadrilateral (yellow pin), a new polygon will be created.
Igorseabra4 00:35, 2 January 2012 (CET)

It's been my experience that the duped textures nearly always happen with those pins, but if you can add some info on how to avoid the duplicate textures, then add it to the article.--Jefe 00:41, 2 January 2012 (CET)

OBJ Exporter

I've exported an OBJ With textures that were distorted in Sketchup. I've found a few things odd, as it is said that the OBJ Exporter can not handle UV/Distortion, but;

  • Delfino Plaza - A fully UV textured model. When exported from GSU with Tig's OBJ Exporter, I get two results;
    • Importing it into CTools destroys Distortion & UV
    • However, Importing the Sketchup OBJExport.rb generated OBJ into other programs (3DS Max, Blender, ECT), the UV and Distortion & Distortion stay intact, and perfectly un-alterted

It does generate multiple textures when imported into CTools, but not when imported into other 3D Modelling programs... Which may suggest that it may be something with CTools, not the OBJ Exporter, as Tig even has told me that his current OBJ Exporter fully supports UV & Distortion, and that there may be problems with the external applications being used. I've also compared a 3DS Max Exported OBJ, and I've found several differences, such as that the OBJExporter's MTL Refer to a Folder containing PNG Versions of the textures, while 3DS Max's seems to either refer to textures placed in the "Maps" folder for 3DS Max's Program files, and are un-altered (In this case, Delfino Plaza's Images remained as TGA, not PNG as what Sketchup did). -- SuperMario64DS, 03:13, 19 February 2012 (CET)


New OBJ Exporter issues

Link to exporter

I don't think we have to link to the forum, some people don't want to register on a forum only to download a file. On the forum the creator also said it was under a different name and an older version. As long we give credits (like in the description on mediafire) it doesn't matter.
kHacker35000vr 21:26, 19 February 2012 (CET)

Glitchiness

I just tried the newly linked OBJ exporter and hand some really weird problems with distorted and missing surfaces. Here's a screenshot: http://i.imgur.com/WZQbw.jpg. It appeared this way in-game too on my Wii. Switching back to the older OBJ exporter fixed the issue for me. --Jefe 04:08, 20 February 2012 (CET)

Textures become solid

Somehow I often have problems when importing my .objs into CTools. Textures become solid or even disappear. Just with my latest track, SNES Mario Circuit 4, I imported it and everything looked fine. Here's a pic: http://i1153.photobucket.com/albums/p515/NiAlBlack/snesmc4normal.png But then I saved it, closed the window and re-opened it and it looked like this: http://i1153.photobucket.com/albums/p515/NiAlBlack/snesmc4messeduptex.png As you can see, the dark road texture is missing and the sand texture became solid. I got the same problem with LEGO Racers Magma Moon Marathon, two textures will always become solid and I can't fix it... -- NiAlBlack 20:23, 8 December 2012 (UTC)

What?

Ok, one tutorial says Google Sketchup is free. While you need the OBJ Exporter is only a Sketchup Pro feature. Help, anyone? --MitsySueG24 14:59, 24 February 2013 (UTC)