problems with star textures!!!!! all equal ones...

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ElChristou
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Post #21by ElChristou » 03.05.2007, 13:01

selden wrote:
ElChristou wrote:Now is there something to do with the cmod tools to solve this? I don't know, you are the one who can tell us...

You might want to investigate the possibility of a CMOD export script for your 3D modelling software. That way the normals you define while modelling would be preserved in the final CMOD model. Cmodfix then would be used only to translate ASCII CMOD files into binary.


I'm unaware of such scripts... Do you have any links for me? (how to)
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selden
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Post #22by selden » 03.05.2007, 13:22

Each 3D modeling program has its own different scripting language. I use Anim8or and wrote an export script for it. Cartrite wrote one for Blender. Both are described at
http://www.lepp.cornell.edu/~seb/celest ... g.html#4.0

I'd suggest contacting someone who's knowledgable about programming for the modeling software that you use. Hopefully there's a Web forum or the equivalent where you can ask.
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Post #23by ElChristou » 03.05.2007, 13:48

Ok, tx, I'll try this...
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Post #24by chris » 03.05.2007, 16:02

ElChristou wrote:Chris I remember you that the weld option is not the problem; seems to me that the CmodTool have been dev with simple models in mind, mostly with one mesh like asteroids; in this optic, re generate normals with a smooth angle of 30 and more solve all seams problem on such simple models.

Now a complex model with hundreds of meshes receiving each one a particular smoothing setting cannot be process via generate normal. Doing this would eliminate all fine tuning of smoothing along the whole model.

Just look at my prerelease of the Apollo CSM, the only way I found to have a texture without seam on a cylindrical mesh is to split the models in two, from a side all textured meshes with a weld and generate normals cmod conversion, on the other, the rest, without generate normals to not loose the fine tuning...

Now is there something to do with the cmod tools to solve this? I don't know, you are the one who can tell us...


So you save the model in two 3DS files, one of which you process with generate normals, while the other is left alone?

Cham suggested that cmodtool support the .obj format. It has the advantage of supporting normals and more than 64k vertices per submesh. Does your modeler export this format? If so, it would be helpful for me to get a sample .obj file from say your LEM project.

--Chris

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Post #25by ElChristou » 03.05.2007, 17:32

chris wrote:
ElChristou wrote:Chris I remember you that the weld option is not the problem; seems to me that the CmodTool have been dev with simple models in mind, mostly with one mesh like asteroids; in this optic, re generate normals with a smooth angle of 30 and more solve all seams problem on such simple models.

Now a complex model with hundreds of meshes receiving each one a particular smoothing setting cannot be process via generate normal. Doing this would eliminate all fine tuning of smoothing along the whole model.

Just look at my prerelease of the Apollo CSM, the only way I found to have a texture without seam on a cylindrical mesh is to split the models in two, from a side all textured meshes with a weld and generate normals cmod conversion, on the other, the rest, without generate normals to not loose the fine tuning...

Now is there something to do with the cmod tools to solve this? I don't know, you are the one who can tell us...

So you save the model in two 3DS files, one of which you process with generate normals, while the other is left alone?

Yes, 2 3DS, one with weld, generate normals etc, the other without generate normals... 2 ssc def... (not glamourous but...)

chris wrote:Cham suggested that cmodtool support the .obj format. It has the advantage of supporting normals and more than 64k vertices per submesh. Does your modeler export this format? If so, it would be helpful for me to get a sample .obj file from say your LEM project.

--Chris


Yes it does export .obj
As soon as possible I send you that.
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Post #26by ElChristou » 03.05.2007, 19:22

Chris, just tested an export in .obj, there is a major problem, all material def are deleted from the model... I'm not sure it makes sense to send you something in this condition...

@ Cham, do you confirm this behavior with Cheetah?
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selden
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Post #27by selden » 03.05.2007, 19:23

ElChristou,

Many .OBJ mesh exporters also create a separate .MTL material file. Maybe your 3D program did that?
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Post #28by ElChristou » 03.05.2007, 19:46

selden wrote:ElChristou,

Many .OBJ mesh exporters also create a separate .MTL material file. Maybe your 3D program did that?


In fact both softs I use do export in .obj; the first (Amapi) export both .obj and .mtl files. The second (Cheetah) don't create the .mtl...

the first test .obj (from Amapi) is 4.1Mo, the second (from Cheetah is only 2.3Mo)... strange...

I can reopen the second (from Cheetah in Cheetah) without material.
The first (from Amapi) just crash Cheetah when importing...

Not really simple... I'll do some more test...
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Cham M
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Post #29by Cham » 03.05.2007, 23:01

hmmm, I confirm that Cheetah3D doesn't seem to import/export textures coordinates and materials with .OBJ files. This is a very sad thing. :x
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"


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