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Re: Model Texture Problem

Posted: Mon Jul 01, 2013 2:30 am
by DarthAphotic
I made a wall model in Sketchup and went through the whole conversion process. After everything was done, it comes out like this:
Hidden/Spoiler:
Image
I checked all of the image files, made sure they were in powers of 2, and made sure RLE compression was off, but no beans.

Here is the way it should like as it is in Sketchup:
Hidden/Spoiler:
Image
EDIT
Anything to suggest to try? D:

Double posting is against the RULES; please EDIT your post instead -Staff

Re: Model Texture Problem

Posted: Mon Jul 01, 2013 4:02 am
by AceMastermind
Does it look the same in Softimage|XSI as it does in SketchUp? How does this texture look in-game? Was this a texture you had to convert to tga from jpeg etc? In your second image, is the wall model using the converted or original texture?

Re: Model Texture Problem

Posted: Mon Jul 01, 2013 4:53 pm
by DarthAphotic
http://screenshot.xfire.com/s/128420222-4.jpg -Ingame

Inside XSI it looked as if there were several of the same textures inside the one place it was supposed to be. Like if you take the red square part for example on the front, there would be tons of squares like that in it.

I originally made the textures myself in Paint.net, pasting some Google Image textures into it and saved it as a .TGA file, making sure they were each 512x512 and making sure RLE Compression was off.

And in the 2nd image of my original post that was the finished model after I converted and scaled it inside XSI. >.<

Re: Model Texture Problem

Posted: Mon Jul 01, 2013 6:59 pm
by AceMastermind
DarthAphotic wrote:Inside XSI it looked as if there were several of the same textures inside the one place it was supposed to be. Like if you take the red square part for example on the front, there would be tons of squares like that in it.
What did you do to correct this issue in XSI prior to exporting to msh?
This model looks very simple to reproduce, you can model it easily in XSI. Is there a particular reason you chose an architectural modeling app to make this model?

Re: Model Texture Problem

Posted: Mon Jul 01, 2013 10:05 pm
by DarthAphotic
Oh, I've just always loved Sketchup and can do it easier. And I didn't do anything to correct the issue, it looks as if its okay in XSI then when it comes out it looks like crap.

Re: Model Texture Problem

Posted: Mon Jul 01, 2013 10:30 pm
by AceMastermind
Well, if you're not willing to fix known problems or adjust your workflow then there's nothing more I can tell you. There isn't anything overly complicated about creating and exporting a working prop. Try again with a simple textured cube and see if the same thing happens.

Re: Model Texture Problem

Posted: Mon Jul 01, 2013 10:42 pm
by DarthAphotic
I AM willing to fix problems or adjust my workflow, but I need to know how..., which is why I asked. I don't know why this is doing this because I've converted several working models before that turned out just fine.

EDIT
When I said I didn't do anything to correct the issue, I meant that I didn't because I don't know how to. Not because I was too lazy.

Double posting is against the RULES; please EDIT your post instead -Staff

Re: Model Texture Problem

Posted: Tue Jul 02, 2013 12:27 am
by Maveritchell
OP, just toss your texture and model up for download. I'll take a look at it.

Re: Model Texture Problem

Posted: Tue Jul 02, 2013 1:46 am
by DarthAphotic
Ty Mav, Appreciate It - http://www.mediafire.com/?malguvksn1xes37

Also, I apologize for the double post, and btw, meant no disrespect Ace, I know what
I said did seem confusing, I apologize, I appreciate the help greatly.

*Edited link, has both .msh and .dae files and textures now.*

Re: Model Texture Problem

Posted: Tue Jul 02, 2013 3:02 am
by Maveritchell
Your main problem is the same problem that causes 99% of the texture-tearing/stretching issues I've seen - your UVs are way too large. If your UV coordinates are too far from the origin, you'll get texture errors (in-game) that look like the ones you have there.

This is primarily because your model is about 170000 meters tall (a human model in SWBF2 is about 2m tall and an XSI grid square is about 1m^2) and your UVs are set to that (and I'm being literal - scaling it down to 0.0001 makes it 17m tall, which is still waaay too big). If you froze your UVs you could scale this down without any problem, but really, like Ace said, this is the kind of thing you should be doing in XSI. Sketchup is a decent drafting program, but you shouldn't use it for models that have any sort of textural detail. Learn XSI - this isn't us just being pedantic. You'll get models that are scaled correctly and you won't be using three textures to create what is essentially a solid-color model (because you'll actually be able to make a UV map). You'll also cut down on the extra faces you will inevitably generate when using a program not designed around being efficient with polygons (because it's for CAD).

Making a wall like this is a great beginner project. You'll learn the pipeline without any hassle of actually making the model, since it'll take you about five minutes to make the model itself.

Re: Model Texture Problem

Posted: Tue Jul 02, 2013 10:14 am
by willinator
If you're like me and use sketchup for modelling quick props, or don't like modelling in xsi, sketchup will mostly work fine if you scale the model by .03. However, don't texture in sketchup: the textures don't transfer, and they're not as good. Don't waste your time. Just import the model into xsi and texture there.

Re: Model Texture Problem

Posted: Wed Jul 03, 2013 12:20 am
by DarthAphotic
Ah I see now, And I'll think I'll do all my work in XSI from now on, Thanks so much :D

Re: Model Texture Problem

Posted: Wed Jul 03, 2013 6:05 pm
by AceMastermind
If you do continue to use SketchUp then you need to find a way to export data from SketchUp to XSI consistently without having garbage in your scene when imported in XSI. I recommend using a common exchange format like wavefront obj which can filter out app specific junk. XSI is awesome at identifying problem areas, if something looks strange then that is your signal to investigate further and fix it before exporting to msh.
[color=#FF8040]SketchUp to XSI[/color] wrote:Alternate tutorial:
Hidden/Spoiler:
You can export your models from SketchUp with THIS (mirror) obj export plugin(tested with SketchUp version 7.1.6860) and import the resulting obj into XSI Mod Tool 7.5 with the improved obj import plugin from THIS webpage or from HERE.

[list]The obj export plugin for SketchUp(ObjExporter.rb) should be placed here:
C:\Program Files\Google\Google SketchUp 7\Plugins

The improved obj import plugin(gwObjImp.dll) for XSI should be placed here:
C:\users\<UserName>\Autodesk\Softimage_Mod_Tool_7.5\Application\Plugins[/list]

To export your model from SketchUp with the ObjExporter select your objects and go to:
Plugins>OBJ Exporter
[list]Type a save destination in the Output directory field and select the options you want, these seem to work well:
[list]Export front faces
Use UVHelper
Export selected only[/list][/list]

To import the obj file into Mod Tool with the improved obj import plugin go to:
[list]File>Import>gw::ObjImport[/list]

If your textures aren't displayed on the object when in Textured display mode you'll have to reassign them.
[list][*]Select the object then press 7 to open the Render Tree
[*]Select the material cluster to work on from the cluster drop down
[*]Refresh the Render Tree window
[*]You will need to add an Image node:
[list]Nodes>Texture>Image[/list]
[*]connect this node to the diffuse port of the Phong material node.
[*]Double click on the Image node then browse to your image for that cluster.
[*]Done, repeat for each cluster if more than one.[/list]

Re: Model Texture Problem

Posted: Tue Jul 09, 2013 7:23 pm
by DarthAphotic
Ok, I've reworked several things in another model of mine and configured the textures a little more.
Well, It shows up great in SWBF Msh Viewer, but once again, the textures are a huge problem, this time they aren't even there. Well, I look in the Debug window and saw this:
Hidden/Spoiler:
DATA (52)
Diffuse Colour:0.7, 0.7, 0.7, 1
Ambient Colour:0, 0, 0, 1
Specular Colour:0.3, 0.3, 0.3, 1
Specular Intensity:0
ATRB (4) &h0
TX0D (20) "citadel/kite.tga"
}
MATD (112)
NAME (8) "ID24"
{
DATA (52)
Diffuse Colour:0.7, 0.7, 0.7, 1
Ambient Colour:0, 0, 0, 1
Specular Colour:0.3, 0.3, 0.3, 1
Specular Intensity:0
ATRB (4) &h0
TX0D (16) "citadel/man.tga"
}
MATD (112)
NAME (8) "ID33"
{
DATA (52)
Diffuse Colour:0.7, 0.7, 0.7, 1
Ambient Colour:0, 0, 0, 1
Specular Colour:0.3, 0.3, 0.3, 1
Specular Intensity:0
ATRB (4) &h0
TX0D (16) "citadel/box.tga"
I then looked into the msh file itself and saw the textures are referenced with the "citadel/" in front of them. Well, I used the find and replace tool and then it wouldn't work at all, which I know ofcourse it doesn't work that way. I used ZETools inside Softimage 7.5 to do this, any ways to fix this? I'm going crazy with none of my new props working anymore.

Re: Model Texture Problem

Posted: Tue Jul 09, 2013 11:56 pm
by Loopy53
If you want help learning XSI, I could help you individually on x-fire. We would have to find times that work for both of us. We would also have to have at least half an hour of time to teach some concepts. Shoot me a PM if your interested and I will do my best.

Re: Model Texture Problem

Posted: Wed Jul 10, 2013 2:44 am
by DarthAphotic
I appreciate it Loopy but I'm good at learning by the tutorials, the thing is I spent a lot of time makimg these models in Sketchup (Especially the Citadel) and I hate to leave them all at waste when it is possible to convert them, I just need to know what's wrong cuz I've been able to convert them b4.