Problem with textures preview [Solved]

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yoyam

Problem with textures preview [Solved]

Post by yoyam »

So I recently joined the Helm's deep map team and im making a siege tower. Everything on my XSI works great cept for one thing and that is that when I switch my view of the model from wireframe to textured or shaded it looks like this-

Image

not pretty, not very helpful when trying to take screenies either. Its not really that big of a deal but it annoys me enough to want to know why this is happening. First, I know its not a problem with my graphics set up just not being able to process it (two ATI x600's SLI linked together, more than capable)Second, im pretty sure its model specific because texture works fine on a battering ram i made recently.
The only reason I can think why it might be doing this is becase some of the walls on the tower are a litlle thin. Any thoughts or comments on the topic would be greatly appriceated, as I said its not that big of a thing but it would make working on the tower a hecuva lot easier. :D
Linus

RE: problem with textures preview

Post by Linus »

Off-topic : Really, I am a true newbie when it comes up to modeling,
yoyam, but I think that you have the same problem
as Vyse had in this thread. By the way, I think that the model is nice.
Can't wait for this Helms Deep-modification... :)

- Linus
yoyam

RE: problem with textures preview

Post by yoyam »

Thanx for the link Linus it didnt fix my problem but it did give a little insight into what might be causing it.

According to the late Lord_bandu I need to "go into the model heirachy and delete Texture co-ords (poly.msh / clusters / texture co-ords )"
which works fine until I get to the clusters folder at which point theres nothing in there no texture co-ords to delete.

This looks like a problem for Qdin, hopefully he'll be able to sort this out. In the meantime if anyone else has any comments or suggestions or theories as to how to fix this feel free to fire away cuz I think its gonna stop me from skinning this thing. Thanx.
Dabrowski

RE: problem with textures preview

Post by Dabrowski »

I had this sort of problem but it hard this effect without textures. What you can do is change that "User" view to front and use the "front" view now as "User". Doesn't fix it but the 3d view looks normal.

Its a temporary fix, if it doesn't work...it might be a different problem
yoyam

RE: problem with textures preview

Post by yoyam »

haha so I talked to Qdin and he told me some wonderful news

ITS UNSOLVABLE

thats right on of the best modeling tools on the planet has a huge glitch that makes viewing said models impossible, and none of the seemingly superflurous techno geeks who reside in the myriad of forums that exist on XSI have an answer for this. idk whether to be annoyed dissapointed or what, the only good news I have is that I can still texture/skin this mofo its just going to be nearly impossible to see how said skins look until they are exported into the game. pretty dumb......
w/e since its unsolvable I guess this should be locked or maybe stickied to prevent more dumb people like myself from creating threads about stuff that cant be solved :D
Dabrowski

RE: problem with textures preview

Post by Dabrowski »

Even if its unsolvable, you can still have a clear 3d view inanother of the box windows if you try my method. Due note after you screwed up all four 3d views, thats it.
yoyam

RE: problem with textures preview

Post by yoyam »

This is true Dabrowski while it is seemingly unsolvable it isnt totally unworkable. Thanx for the temporary fix, I guess the best thing for me to to do now is to suck it up, stop whining about it in forums and work with it. Peace out.
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RE: problem with textures preview

Post by minilogoguy18 »

its not unsolvable, you have over lapping meshes and also clear the material library, freeze teh mesh and delete the UV coordiantes. also what gave you a messed up model in the first place?
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RE: problem with textures preview

Post by Penguin »

looks a bit like z fighting
Lord-Bandu

RE: problem with textures preview

Post by Lord-Bandu »

This can happen if you have messed about with the Zoom feature((Z) which I NEVER use) and then pulled out(S and mouse). It makes it appear like you have overlapping faces even if you dont.

Obviously I cant tell how you modelled the tower , but its either the above or ,like minilogo said, you have overlapping/double-sided polies.
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Post by Vyse »

To me this happens if I have a really big mesh and use the "s" key to zoom in and then when I come back out it's every once and awhile like that.

I think it's just having probs refocusing the poly's. No matter what it won't have a effect on the mesh in game.
yoyam

Post by yoyam »

ohhh ok so mini' where do i go to delete the uv coordinates?
and I dont think ill be using the zoom feature any time in the future, if i had to guess id guess thats what caused the problem b/c I used zoom rather extensiveliy whilst making this but i dont remember this problem happening before i started zooming. Ill be careful not to use that in the future :)
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Post by Rekubot »

What are you supposed to use instead then? The dollying (sp?) tool?
yoyam

Post by yoyam »

haha unless you have a better idea then yea. I always wondered why there was no quickbutton for zoom, now i guess I know why.
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Post by Rekubot »

Yes there is. You can hold 'z' and click the middle and right mouse buttons to zoom in or out.
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Post by minilogoguy18 »

never use zoom in the 3d views, use dolly. also what you should try is just hitting R to reset the view and if you want to delete the texture coordinates just open the explorer and expand the mesh and under clusters youll see UVW texture coordinates AUTO or something like that and just delete it and also in the explorer hit M and clear all the materials outta the library.
yoyam

Post by yoyam »

haha thanx mini I think i finally figured it out. Idk exactly what it was but out of desperation I just went into explorer and started deleted that stuff you said and some other stuff that might have been causing it (I saved beforehand so if I screwed up it would be no big) and then i exited and pressed r and it worked, well sorta, its not actually texturing it but now at least the faces of the poly meshes are either just plain black or white so thats good. Its by far a huge step up from what I had and when I texture that mofo no ones gonna know the diff. Ill prob post a revised pic once i get it textured.
I think the main problem here is just the fact that I used the zoom feature which is a mistacke i dont plan to make in the future :) Thanx a bunch guys.

Off topic: I have XSI 5.0 and I need the exporter for .msh files, can anyone help me out w/ a link plz, I cant find that exporter addon for the life of me, and i must have googled it 100 times :roll:, a link to it would make my day :D
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Post by minilogoguy18 »

the pandemic tools addon is in the SDK for SWBF2, BF2_modtools/XSI_Addon/ if you still have black polygons its because they are flipped the wrong way and you are looking at the backfaces, select them and do model>modify>polymesh>invert polygons to flip them.
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Post by Qdin »

I use Orbit and Z as the only ones... I don't trust the other shortcuts... >.> I've heard people complaining, but noone really said: !This is how you fix it..." so I gave Yoyam the best answer: Use Render :P lol
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Post by minilogoguy18 »

yeah if you ever use zoom and distort the view just hit R to reset it.
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