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3 Dimensional Chat / Texture Glitch - HELP! - Blender 2.5

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Lemonade
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Posted: 7th Jun 2010 01:36 Edited at: 7th Jun 2010 01:37
I have a scene that I modeled, UVed, and textured for several hours, and it looks great in blender. Just not in DBP.

This is what it looks like in Blender:



And in the DirectX model viewer (it does the same thing as DBP):



The cabin, cut logs, and axe are all separate objects.

I think this is happening because I accidentally clicked on "add texture" for the cabin part of the model. That must have messed with the material somehow, so that it thinks it doesn't need the UV data. I deleted that texture of course.

Now I'm not sure what to do. Suggestions?

Quik
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Posted: 7th Jun 2010 07:40
iam not too sure, what the problem is?


[Q]uik, Quiker than most
Lemonade
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Posted: 7th Jun 2010 10:21
Sorry, I guess I wasn't very clear. Just this:

The texture for the cabin object won't apply in DBP, and it works fine in Blender. But the other objects work fine.

Duke E
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Posted: 7th Jun 2010 17:44 Edited at: 7th Jun 2010 17:55
Probably the material link for the cabin walls has been applied wrong. IF you are using Kira's 2.5 DirectX exporter i suppose it works as the 2.49 version does, and that means all objects has to have a material when exported or else the texture will not export. This is not the case in Blender, in blender you only need to load a image in the "UV editor" and it will show up as a material on your model.

Look over the materials on the cabin, remove it if you have one and create a new material with the same texture image as you use in the UV editor.

And a tip, select all the logs faces except the round end and set them to "Smooth". The end where it is sawed off should be "Solid", load in the DirectX viewer and you see the difference =).

Regards
Lemonade
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Posted: 7th Jun 2010 22:41
Actually, I'm not using Kira's exporter because I can't find the Blender build he is using for 64 bit Windows. I tried what you suggested though, and it still doesn't work.

And thanks for the tip, it looks MUCH better!

zeroSlave
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Posted: 8th Jun 2010 00:21
Can you not use TEXTURE OBJECT in DBP? Also, you may try to open the .x file with notepad and take a look at the bits that take care of the textures and see if they are even there, or if they are directing to something else? Not sure, but good luck!

Either way, the screenshot of the cabin in blender is pretty nice!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Kira Vakaan
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Posted: 8th Jun 2010 01:54 Edited at: 8th Jun 2010 01:55
Actually, my 2.5 exporter should work with the 64-bit Windows build off of the Blender site (assuming it's still r27226). The problem is only going to be with the next update I post, because by then I will have rewritten the script to work with the later builds. For now, it should be fine though.

Lemonade
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Posted: 8th Jun 2010 02:16 Edited at: 8th Jun 2010 04:03
Awesome. Thanks everyone, and especially you Kira for the exporter. Its working great.

edit:

Oh, and thanks coughmist for the compliment.

Kira Vakaan
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Posted: 8th Jun 2010 02:18
That's good news. You're welcome.

Lemonade
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Posted: 8th Jun 2010 04:02
The result (in DBP).



Kira Vakaan
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Posted: 18th Jun 2010 22:34
Dunno if this information is still relevant to you, but I've determined that the crashes caused by rendering is definitely memory-related. I brought my dragon scene into my 64-bit Linux partition and was able to do many more renders before a crash than on my 32-bit XP partition.

How much RAM does your computer have?

Lemonade
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Posted: 23rd Jun 2010 11:07
2 GB of 667MHz DDR2 Ram. I think you're right.

Kira Vakaan
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Posted: 24th Jun 2010 07:48
Yeah, that's probably it then. Well I've been having a lot of success cutting the object along the UV seams and baking only small parts of it at once. Afterward, I stitch the pieces into one whole map.

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