Tiny .cmod rejects texture
Posted: 23.01.2006, 00:23
I am trying to put old textures on new .cmod and .3ds objetcs, but cannot.
My goal is to put the standard medres\earth.jpg on solid objects I created
with my Perl program. The objects are called
bonsai_earth_200x.3ds and .cmod
and prism.cmod and .3ds
Both objects are solid, but not rounded. They are jagged. A simple prism
with 5 sides is being used as a quick test. See pictures of earth and prism :
http://www.celestiaproject.net/forum/viewtopic.php?t=8272
http://www.celestiaproject.net/forum/viewtopic.php?t=8501
Please test this prism for me. It is a .cmod format :
#celmodel__ascii
material
diffuse 1 1 1
end_material
mesh
vertexdesc
position f3
normal f3
end_vertexdesc
vertices 24
0 0 0 0 -1 0
1000 0 0 0 -1 0
0 0 500 0 -1 0
0 0 500 0 -1 0
1000 0 0 0 -1 0
1000 0 500 0 -1 0
0 0 0 0 0 -1
0 500 0 0 0 -1
1000 500 0 0 0 -1
0 0 0 0 0 -1
1000 500 0 0 0 -1
1000 0 0 0 0 -1
0 0 500 0 0.707107 0.707107
1000 0 500 0 0.707107 0.707107
0 500 0 0 0.707107 0.707107
0 500 0 0 0.707107 0.707107
1000 0 500 0 0.707107 0.707107
1000 500 0 0 0.707107 0.707107
0 0 0 -1 0 0
0 0 500 -1 0 0
0 500 0 -1 0 0
1000 0 0 1 0 0
1000 500 0 1 0 0
1000 0 500 1 0 0
trilist 0 24
0 1 2 3 4 5 6 7 8 9 10 11
12 13 14 15 16 17 18 19 20 21 22 23
end_mesh
Are you able to put earth.jpg texture on it?
Is there a rule against wrapping a jagged object in a texture?
I checked the normals in Solidview for the original .stl files, and
they all point out. The .stl file was converted to .3ds with Accutrans3D.
The .3ds files were translated to .cmod with CmodConverter.exe of
11/16/2004. The textures failed on low end graphics hardware and on
the better NVidia hardware. Windows XP, Celestia 1.4.1 and 1.3.2 FT 1.2
My goal is to put the standard medres\earth.jpg on solid objects I created
with my Perl program. The objects are called
bonsai_earth_200x.3ds and .cmod
and prism.cmod and .3ds
Both objects are solid, but not rounded. They are jagged. A simple prism
with 5 sides is being used as a quick test. See pictures of earth and prism :
http://www.celestiaproject.net/forum/viewtopic.php?t=8272
http://www.celestiaproject.net/forum/viewtopic.php?t=8501
Please test this prism for me. It is a .cmod format :
#celmodel__ascii
material
diffuse 1 1 1
end_material
mesh
vertexdesc
position f3
normal f3
end_vertexdesc
vertices 24
0 0 0 0 -1 0
1000 0 0 0 -1 0
0 0 500 0 -1 0
0 0 500 0 -1 0
1000 0 0 0 -1 0
1000 0 500 0 -1 0
0 0 0 0 0 -1
0 500 0 0 0 -1
1000 500 0 0 0 -1
0 0 0 0 0 -1
1000 500 0 0 0 -1
1000 0 0 0 0 -1
0 0 500 0 0.707107 0.707107
1000 0 500 0 0.707107 0.707107
0 500 0 0 0.707107 0.707107
0 500 0 0 0.707107 0.707107
1000 0 500 0 0.707107 0.707107
1000 500 0 0 0.707107 0.707107
0 0 0 -1 0 0
0 0 500 -1 0 0
0 500 0 -1 0 0
1000 0 0 1 0 0
1000 500 0 1 0 0
1000 0 500 1 0 0
trilist 0 24
0 1 2 3 4 5 6 7 8 9 10 11
12 13 14 15 16 17 18 19 20 21 22 23
end_mesh
Are you able to put earth.jpg texture on it?
Is there a rule against wrapping a jagged object in a texture?
I checked the normals in Solidview for the original .stl files, and
they all point out. The .stl file was converted to .3ds with Accutrans3D.
The .3ds files were translated to .cmod with CmodConverter.exe of
11/16/2004. The textures failed on low end graphics hardware and on
the better NVidia hardware. Windows XP, Celestia 1.4.1 and 1.3.2 FT 1.2