Hi everyone,
I made a number of models in Blender, and UV mapped them in Blender as well. Though, when I import the .x and apply the texture in DarkGDK, the texture for some models come out completely incorrect, some show as a solid grey/brown color and one shows up as it should. Can anyone explain why this is happening?
Attached are screen shots from Blender and the program.
As you can see, the sword looks fine, the person looks like hell, and the dog looks a solid brown.
The Code used for this:
//OBJECT LOAD
dbLoadObject ( "Data/Chr/LeftFace.x",1 );
dbLoadObject ( "Data/Chr/RightFace.x",2 );
dbLoadObject ( "Data/Chr/LeftChest.x",3 );
dbLoadObject ( "Data/Chr/RightChest.x",4 );
dbLoadObject ( "Data/Chr/LeftElbow.x",5 );
dbLoadObject ( "Data/Chr/RightElbow.x",6 );
dbLoadObject ( "Data/Chr/LeftHand.x",7 );
dbLoadObject ( "Data/Chr/RightHand.x",8 );
dbLoadObject ( "Data/Chr/LeftHip.x",9 );
dbLoadObject ( "Data/Chr/RightHip.x",10 );
dbLoadObject ( "Data/Chr/LeftKnee.x",11 );
dbLoadObject ( "Data/Chr/RightKnee.x",12 );
dbLoadObject ( "Data/Chr/LeftFoot.x",13 );
dbLoadObject ( "Data/Chr/RightFoot.x",14 );
//dbLoadObject ( "Data/Chr/Holster.x",15 );
//dbLoadObject ( "Data/Chr/Gun.x",16 );
//dbLoadObject ( "Data/Chr/Scabbard.x",17 );
dbLoadObject ( "Data/Chr/Sword.x",18 );
dbLoadObject ( "Data/Chr/Dober.x",19 );
//TEXTURE LOAD
dbLoadImage ( "Data/Chr/MainText.tga",60 );
dbLoadImage ( "Data/Chr/PantsText.tga",61 );
dbLoadImage ( "Data/Chr/SwordText.tga",62 );
dbLoadImage ( "Data/Chr/DobeText.tga",63 );
for ( int i = 1; i < 15; i++ )
{
dbConvertObjectFVF ( i, 274 );
}
for ( int h = 18; h < 20; h++ )
{
dbConvertObjectFVF ( h, 274 );
}
//TEXTURING
dbTextureObject ( 18, 62 );
dbTextureObject ( 19, 63 );
for ( int j = 1; j < 9; j++ )
{
dbTextureObject ( j, 60 );
}
for ( int k = 9; k < 15; k++ )
{
dbTextureObject ( k, 61 );
}
for ( int h = 18; h < 20; h++ )
{
dbScaleObject ( h, 40, 40, 40 );
dbXRotateObject ( h, 90 );
dbYRotateObject ( h, 180 );
}
for ( int i = 1; i < 15; i++ )
{
dbScaleObject ( i, 40, 40, 40 );
dbXRotateObject ( i, 90 );
dbYRotateObject ( i, 180 );
}
[img]null[/img]
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