export to virtual earth

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export to virtual earth // Tech Forum

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Post by gonzochic // Dec 14, 2008, 9:28am

gonzochic
Total Posts: 7
hey,


after a lot of work in sketchup (visualisation of the grazian university) i want to export it to virtual earth.


first i exported the sketchup file to the 3DS-format and secondary loaded it into truespace. everything seems alright and the object is well visualised. when i export it to virtual earth everything is working but when i sign in to virtual earth the edges of the modell are colored blue also the faces which are not phototexturated have a blue color.


i think the problem is that truespace only export the photo-textures but not the colors (black for the wire, brown for the roof).


do anyone know this problem?



here the link of the modell


http://maps.live.de/LiveSearch.LocalLive?mkt=de-de?v=2&FORM=LMLTCP&cp=49.999835%7e15&style=r&lvl=19&tilt=-53.3548064433439&dir=0&alt=426.587198426947&cam=49.999164%7e15&scene=-1&phx=0&phy=0&phscl=1&cid=487408DE63060D0C!132&encType=1#

and click on PHYSIK


VE export options:


checked: geometry, copy textures, uv1, normals, triangulated,jpeg,jpeg



greets

Post by gonzochic // Dec 14, 2008, 9:36am

gonzochic
Total Posts: 7
hey,


after a lot of work in sketchup (visualisation of the grazian university) i want to export it to virtual earth.


first i exported the sketchup file to the 3DS-format and secondary loaded it into truespace. everything seems alright and the object is well visualised. when i export it to virtual earth everything is working but when i sign in to virtual earth the edges of the modell are colored blue also the faces which are not phototexturated have a blue color.


i think the problem is that truespace only export the photo-textures but not the colors (black for the wire, brown for the roof).


do anyone know this problem?



here the link of the modell


http://maps.live.de/LiveSearch.LocalLive?mkt=de-de?v=2&FORM=LMLTCP&cp=49.999835%7e15&style=r&lvl=19&tilt=-53.3548064433439&dir=0&alt=426.587198426947&cam=49.999164%7e15&scene=-1&phx=0&phy=0&phscl=1&cid=487408DE63060D0C!132&encType=1#

and click on PHYSIK


VE export options:


checked: geometry, copy textures, uv1, normals, triangulated,jpeg,jpeg



greets

Post by Heidi // Dec 14, 2008, 11:35am

Heidi
Total Posts: 335
Nice job on the model! :)


I think all colors have to be mapped for VE. I don't know why you're getting blue edges though.

Post by prodigy // Dec 14, 2008, 1:01pm

prodigy
Total Posts: 3029
pic
Weird problem.. is like your model is wireframed.. and blue... :confused:

Agree, nice model... i never had that kind of problems.. i'll take a look if i can help in some way here..

Post by jrboddie // Dec 14, 2008, 2:48pm

jrboddie
Total Posts: 91
pic
I think you are correct. You need to use phototextures for VE materials.

Post by gonzochic // Dec 14, 2008, 8:52pm

gonzochic
Total Posts: 7
I think you are correct. You need to use phototextures for VE materials.


okey i tought about it, but how can i turn off the wireframe, because i can't texture wireframe :)


greets

Post by TomG // Dec 15, 2008, 3:36am

TomG
Total Posts: 3397
Plain colors will not export to VE properly - everything needs to have an image applied as a texture to ensure correct rendering. So if you want plain brown, don't use a color shader in tS that is brown, instead paint it with an image that is plain brown, and then it wil render in VE properly. If you are doing plain brown, then your image doesn't have to be big at all, maybe 8x8 (you could try just one pixel, haven't tried that yet).


This is a VE issue rather than a tS export issue - it was even worse in an earlier version of VE, and changed with the update in the VE render engine, previously the colors always came out rgb inverted in shadowed areas. It's not quite so bad now, but shadowed areas still don't render plain color correctly, and you need to apply a texture map.


You'll find a bunch of guides for VE in the Bitesize series of videos, brought together in one page down at the bottom:

http://www.caligari.com/Gallery/VirtualEarth_Gallery/VirtualEarth_and_trueSpace.asp


And the bitesize series are found here, with more than just VE videos (may be handy for new tS users):

http://forums1.caligari.com/truespace/showthread.php?t=6193&highlight=bitesize


HTH!

Tom

Post by TomG // Dec 15, 2008, 3:58am

TomG
Total Posts: 3397
Hmm this question is in two threads - can a moderator combine them into one thread please? Avoids having different answers posted in different locations (I replied in another thread as a result of the double posting).


Thanks!

Tom

Post by Heidi // Dec 15, 2008, 6:08am

Heidi
Total Posts: 335
Done!... I left a redirect at the other thread.

Post by TomG // Dec 15, 2008, 7:17am

TomG
Total Posts: 3397
Thanks!

Tom

Post by gonzochic // Dec 15, 2008, 11:32pm

gonzochic
Total Posts: 7
thanks for the good answer, i will phototexture the brown parts with a brown color, but i can't texture wireframe... is it possible to turn the wireframe off? because in the modell-view of tS no wireframe is shown.


greets from austria

Post by TomG // Dec 16, 2008, 3:21am

TomG
Total Posts: 3397
I'd like to see the object in tS. There appears to be something odd with the way it is built, rather than the way it is textured - looks like overlapping surfaces maybe, or perhaps multiple edges at the same place.


A wireframe shot in tS would help, though really I think seeing hte model in tS is the only way I could know for sure what is up with the geometry. I saw a transparent blue building, before the textured one, which is odd - kind of implies there may be multiple surfaces, one with transparency, one not, and overlapping edges of those could cause the issues you see.


So I think this is a modeling issue, not a texturing one - but just a guess, til I see the model! What format did you use to import into tS from Sketchup btw?


HTH!

Tom

Post by gonzochic // Dec 16, 2008, 9:06am

gonzochic
Total Posts: 7
hey,

i used the .3ds format for the export from sketchup to trueSpace, but if you want i can send you the .3ds file. Maybe you are able to find out whats going wrong :)... that would be really great!


Just send me your email-adress in a private message...


thanks for your support...


greets

Post by TomG // Dec 16, 2008, 9:27am

TomG
Total Posts: 3397
I can have a look, no promises I can fix it though! And it may take me a day or two to have a look, can't say for sure, but I'll do what I can. Email is v-thgrim@microsoft.com, all very public so no need for me to send that privately :)


Be sure to zip it so its smaller for emailing. Textures are optional at the moment since I'm mostly just wanting to see how the geometry came out, that should make it smaller and simpler to send too.


Thanks!

Tom

Post by gonzochic // Dec 16, 2008, 9:00pm

gonzochic
Total Posts: 7
I've sent it to you! Thanks for all the time that you are spending on my problem!


greets

Post by TomG // Dec 17, 2008, 4:22am

TomG
Total Posts: 3397
As I suspected, some funky geometry in there. It looks like something that Sketchup exports into 3DS, not sure what it is for, however you have your core model, and then a bunch of separate parts of the model. The separate parts don't render in tS, they just show as wire, so either have inverted normals, or perhaps even no normals at all, it appears to be they have no faces, just edges. Which is odd :) VE has a similar issue with them, so they show up as thick extra lines along the edges.


You can see this easiest in the LE, just open it up, go into your model, and you'll see it has 24 parts. Only one of these is the correctly textured and assembled full model :) In this case it is named Mesh03.


You can see in the screengrab, I have pulled the Mesh03 object away from the others, which replicate it in form, but don't actually render in real-time (or offline for that matter), they appear to be edges only.


Simply save Mesh03 to a library, new scene to erase everything, reload Mesh03, and it exports to VE just fine. This model is actually a bit over-triangulated, but I couldn't find a simple way to tidy that up (other than the slow process of doing it manually). Doesn't seem to affect VE, but it is a bit of triangulation overkill.


Looks like any model you take through this route may have the same problem, but the same solution. Simply keep the main model, lose the extra fluff that has been added in there, and you are ready to go.


I'm not resending the scene in a fixed form, not as a way of being mean, just to encourage you to try and fix it up directly, and then I can be sure you know the process, which should be easily repeatable for any future work you take through this process :)


PS - the blue areas do not have image maps applied, just plain colors. Repaint these with texture mapped materials before export to VE, as mentioned earlier in the thread. Once you have the main model extracted from the "wireframe only" parts, that will be easily done.


If you do get stuck, just let me know!


HTH!

Tom


EDIT - As a PS, turning on Sub-Objects or Objects as a highlighting option can help you see just what you have selected in the workspace. This can be useful for identifying just which one is the full combined model, as opposed to all the separate parts as edges-only. I also made edges visible too, for the sake of the screengrabs to show more accurately what was in the scene.

Post by gonzochic // Dec 17, 2008, 6:33am

gonzochic
Total Posts: 7
Yeah man! that works!


Thanks a lot...


I've wrote you an answer on your mail... check it out!


thanks, greets


roman

Post by TomG // Dec 17, 2008, 8:02am

TomG
Total Posts: 3397
Happy to help, glad it worked. It's pretty simple, just a minute or so to tidy up after loading the 3DS file, so nothing complex. Thanks for the reply, will reply to your reply in a bit :)


Thanks!

Tom
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