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UV problems [Solved]
Posted: Sat Sep 24, 2011 5:43 pm
by minilogoguy18
Out of nowhere my lambda model has been having strange UV problems in game, some of the older people here know that I have been putting models in this game for some time so the simple questions can be skipped. Completely frozen stack with only the envelope operator, centered properly, modeled in quads so quadrangulate and triangulate don't fix it, so I'm kinda stumped. If anyone has any advise on how to fix it I'd appreciate it.
Like said, model worked fine before but when I redid the collision and exported for the first time on this vista machine it comes out all messed up in game.
Re: UV problems, searched
Posted: Sat Sep 24, 2011 8:49 pm
by Maveritchell
How far outside 0-1 U/V are you? I'm assuming that most of your work doesn't use a lot of tiling, but on the off chance you have parts of your UVs far outside 0-1 U/V, you may get some strange UV issues. We could probably tell more if you posted an ingame shot with the issue.
Re: UV problems, searched
Posted: Sun Sep 25, 2011 1:48 pm
by minilogoguy18
I'm not placing any islands on an adjacent tile in the UV editor, the weird thing is that I haven't changed any UV's, out of nowhere it started doing this in game, didn't ever do it before.
EDIT: Just tried to export another model that I redid the collision on and it f'ed a part of that one up too, I'm starting to get the feeling it's windows 7 64 causing it.
EDIT2
I know this is a double post but it is with good meaning, found the solution. I was lazy and when bringing models over from mod tools 7.5 to my old 5.1 (I stopped using 5.1 since I was mainly doing other game modding that mod tools could successfully do everything a full version could) I checked the box for user normals upon import using the dotXSI exporter/importer. It kept the hard edge info without actaully showing hard edges in the new 5.1 scene but all I did was redo all the hard edges, hit Freeze M and re-exported, problem solved.
Dunno if a mod wants to do something with this info, could be helpful to those helping others out by exporting their mod tools built models with an older version of XSI.
Re: UV problems, searched
Posted: Sun Sep 25, 2011 2:02 pm
by AceMastermind
If you're just passing geometry with UVs from Mod Tool to Foundation you could just use the .obj format to avoid these issues. Wavefront obj export for Mod Tool 7.5 can be found
HERE. I use .xsi for moving assets from Mod Tool to Foundation only if there is skeleton/envelope/weight/animation data on objects in the scene.
Re: UV problems [Solved]
Posted: Sun Sep 25, 2011 2:56 pm
by minilogoguy18
No, they were fully rigged up models, I reused the skeletons and envelopes which .obj wouldn't support. I just merely tried to take a shortcut by importing the user normals.
For future searchers if you have this problem when using dotXSI to transfer something from say a person who has Mod Tool to someone with a version like 5 trying to export for them just go into the clusters of that object in the explorer and delete the cluster for user normals.