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TinTin
20
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Joined: 16th May 2006
Location: BORG Drone Ship - Being Assimilated near Roda Beta (28)
Posted: 17th May 2012 11:04
Hi Guys
I'm revisiting DBPro after a while and I'm having a problem with a current project.

I have created a detailed building as a .3ds object and textured it as required, My Editor displays the object in all its glory, and independand viewer displays it perfectly as well, however DBPro is just showing it up as Black. I've tried Lithunwrap to convert it to a .x file, but this inverts the objects X coordinates (mirror) and still displays it as black even though Lithunwrap details and shows the correct textures.

Any Ideas whats wrong and how to fix it?


Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
jobromedia
14
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Joined: 9th May 2012
Location: Stockholm, Sweden
Posted: 17th May 2012 11:39
1. Have you tried to set the object preferences?
2. Have you set the ambient light level?

MIDI packs for sale.
Best regards
Johan Brodd
Pincho Paxton
23
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Joined: 8th Dec 2002
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Posted: 17th May 2012 15:29 Edited at: 17th May 2012 15:30
It's possible that you have somehow textured the faces on the wrong side. Try scaling your model with a minus sign.. scale object -100,-100,-100. If it is textured on the wrong side it might be an idea to flip all of the faces in a modeller.

Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 17th May 2012 15:35
Also, what editor are you using? Avoid using .3DS files in DBPRO; it works better with Direct .X files.

Anyway, the FVF format of exported model could be the issue; when DBPRO tries to load the UV coordinates, it cannot locate them in the file, but your editor and viewer can.

TinTin
20
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Joined: 16th May 2006
Location: BORG Drone Ship - Being Assimilated near Roda Beta (28)
Posted: 17th May 2012 20:28
Hi Guys
@jobromedia, My Scene has several simple objects, cubes etc. as place holders for the detailed objects, these are all textured and illuminated correct. its only the detailed objects I'm having issues with.

@Pincho Paxto,The textures and faces are all correct, as I said Lithunwrap loads the object and displays it correctly.

@Chris Tate, It's an old version of LW3D, I have to export to .3ds as it doesn't support .x, I then use Lithunwrap to create a .x, then in DBPro I save it as a .dbo object.

The code is very basic, purely a 3D product demonstration...
[ ] set display resolution
[ ] load objects
[ ] position objects
[ ] add skybox
[ ] do camera movements loop


Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
zeroSlave
17
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Joined: 13th Jun 2009
Location: Springfield
Posted: 18th May 2012 09:15 Edited at: 18th May 2012 09:16
[ ] set display resolution
[ ] load textures
[ ] load objects
[ ] texture objects
[ ] position objects
[ ] add skybox
[ ] do camera movements loop
Is how I usually set it up.

Are you using TEXTURE OBJECT objectNumber, imageNumber? Or trying to let the texture automatically be placed on the object? If the latter, try making sure the texture is in the same folder as the object, or use TEXTURE OBJECT objectNumber, imageNumber. The image, itself, is not stored inside the object's file.

P.S. resistance is futile...

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
TinTin
20
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Joined: 16th May 2006
Location: BORG Drone Ship - Being Assimilated near Roda Beta (28)
Posted: 18th May 2012 11:49
Thanks zeroSlave, I have managed to partialy fix the problem.

It appears that my textures aren't getting loaded correctly. I now have an object that has my default luminous pink texture (used to highlight errors) instead of the desired textures.

1.) These are now stored within the same directory as my object.
2.) Lithunwrap appears not to be exporting my object correctly, so I'm looking for another exporter at the moment.
3.) Last option would be to write a routine to convert the objects automaticaly into the .x or .dbo format

P.S. tell Holmer I said Hi


Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 18th May 2012 17:59 Edited at: 18th May 2012 18:00
If objects appear black, 9 times out of 10 it's because they're not textured. If you're not using the texture object command, it's because DBP can't find the texture when it tries to load it automatically. Put the texture in the same directory as the .X file and it'll probably find it. If it doesn't, your model may contain the wrong absolute or relative paths. You'll need to get these right!

zeroSlave
17
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Joined: 13th Jun 2009
Location: Springfield
Posted: 18th May 2012 21:56
Quote: "It appears that my textures aren't getting loaded correctly. I now have an object that has my default luminous pink texture (used to highlight errors) instead of the desired textures. "

That's odd. Is there a chance that the file names of the images were swapped somehow? o_O Or, even as Fallout stated above, the image file paths may be incorrect in the model file. I would suggest doing this:



This would likely solve your issue. I personally think using the TEXTURE OBJECT command is a good habit.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
Green Gandalf
VIP Member
21
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 18th May 2012 23:33
If the X file is a text X file just open it in a text editor such as WordPad and search for file names (I usually search for a double quote " or similar). You'll know what the file expects then.
TinTin
20
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Joined: 16th May 2006
Location: BORG Drone Ship - Being Assimilated near Roda Beta (28)
Posted: 19th May 2012 13:58
@zeroSlave, using texture object would completely texture my object with just one texture, wouldn't it? I have several textures in this object, walls, floors, roofs etc.

@GreenGandalf, good to see your still around I hope you've finally updated your PC by now!
The exporter i'm using has the option to create a text .x file but it appears to have completely wrong file names for some reason?
e.g. my image is "GreySlate.jpg" is called "Roof", which is what I called the material in my 3D editor! Should I change this to "GreySlate.jpg"?

I don't remember needing to do this before"


Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
Derek Darkly
14
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 23rd May 2012 22:49
My method is to load the object in Blender, select all faces and do a "Smart UV Project" unwrap (U).

Then, I apply a material/texture (use as both) and export to .X format.

As long as the texture file is in the same directory as the object, the texture should then load.

D.D.
zeroSlave
17
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Joined: 13th Jun 2009
Location: Springfield
Posted: 24th May 2012 00:28 Edited at: 24th May 2012 00:28
Quote: "using texture object would completely texture my object with just one texture, wouldn't it? I have several textures in this object, walls, floors, roofs etc."


Yeah, you're right! I didn't realize you were using multiple textures on the object in question. If I model a level, I typically model it in segments and export and import individually.

Quote: "my image is "GreySlate.jpg" is called "Roof", which is what I called the material in my 3D editor! Should I change this to "GreySlate.jpg"?"

Not sure... But if the image name is "GreySlate.jpg", then there should be something in the .x file such as:
TextureFilename {
"GreySlate.jpg";
}


If it says:
TextureFilename {
"Roof";
}


Then you'd have to change it.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.

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