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Importing more than one *.X object and lost textures ...

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Importing more than one *.X object and lost textures ... // Bugs

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Post by Tiles // May 2, 2007, 2:41am

Tiles
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As the title says: import an object that you have saved as an *.X. Then import another object that you have saved in *.X.


Here i have loaded two trees. Different texture names. Different folders. Different objects. Which i had saved as *.X before with trueSpace 7.11.


This results in the first object is loosing its textures in a strange way by loading the second object. The names of the textures may still be there, here it is some cryptic signs though to have a bit variety :D


And the texture is not just invisible in the material panel. The object is now totally invisible when rendering then. Happens in TS 6.6 and in TS 7.11. I could bet this is also around in TS 7.5 ;)


Have a look at this screenshot to see what i mean:


http://reinerstileset.4players.de/ext/xbug.jpg

Post by prodigy // May 2, 2007, 3:39am

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Question, names like... 12616546562162_214.jpg ????

Post by Tiles // May 2, 2007, 7:09am

Tiles
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Ah, sorry. Textures in this example are named: branchA_texture.png, branchB_texture.png, bark_texture.png, bark_dark_texture.png

No numbers, no gaps. But that wouldn't be the point anyway. As told, they load fine when i load a single X object. And the names are correct displayed when i pick the material.

But when i load the second X object, the first X object gets this destroyed textures then. No matter in which order i load. No matter what kind of X mesh i load. Have tested it with various other meshes too.

Post by TomG // May 3, 2007, 3:55am

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This was mentioned in some other threads lately - you cannot import .X objects that you have exported. The export and import routines do things differently and effectively the exported .X is not compatible with the import routine.


The one thing that puzzles me when this comes up is why would you want to do this? It's like JPG and PSD from photoshop - you only export to JPG when you are done and want to go to another package (eg put it on the web) - for making edits, you always go back to the PSD, you dont load in the JPG and start work on that.


Same here, exporting to .X is seen as the end of the process. If you want to resume work on the model, you use the .COB or tS library object, rather than loading the exported .X.


Loading a .X is intended for loading models from another source (which are generally more succesful than the ones tS has exported). So this problem is easy to avoid, simply don't load your exported models, work from the original source (tS format model) instead :)


Also as noted in other threads, export and import formats are due to be addressed in the future once tS7.5 is out the door.


HTH!

Tom

Post by Tiles // May 3, 2007, 7:06am

Tiles
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Ah thanks. So it is a known issue :)


Well, you can load Jpeg into PS and The Gimp. And you can edit them in PS and The Gimp. Even when it doesn't make sense. Still, Jpeg is a lossy format. X not. Textured Mesh is textured Mesh. And while X is basically a 3D format, err ... :D


But i get your point. I just thought that this is an unknown one. I look forward to TS8 or 9 then :)

Post by TomG // May 3, 2007, 8:57am

TomG
Total Posts: 3397
Oh, there is no denying that it ought to work. It is kind of odd you can export and then not reload it. However, it is at least avoidable so it won't stop anyone doing anything in the meantime, but sure, the import should load what the export puts out ;)


There are in fact quite a few issues with X format (which is a messy format - even Microsoft, who made it, did not include an X format import with their XNA game creation suite, as it was just too hard to get a good, reliable import from the various "flavors" of X now out there), and those are on the to do list, along with other format work and issues.


That will be very high priority as soon as 7.5 is out the door :)


Thanks!

Tom

Post by Tiles // May 3, 2007, 9:00pm

Tiles
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Oh, it loads. But not more than one at once. That's the funny part here. But i can indeed live with it :)

Ah yes. The good ol format hassle.I know, X is more a bundle of formats than a real format nowadays. There are unencrypted and encrypted versions around, Ascii/Text, there are versions that includes the texture into the X file instead using it from outside the file. And then there are the various settings.

Some X files made with other software cannot be loaded with TS at all. And that's the ones where i really would love to have a look at the mesh structure to learn from. Too bad ... :rolleyes:

Still, the problem with variations is not only limited to X, unfortunately. It's a problem that is around since eons. Even 3ds or cob ( ;) ) comes in several, sometimes not compatible flavours.

X seems the format that is mostly used for 3D games now. It's the one that supports most features at once. It is supported by the 3D engine i use. And it loads the X meshes from trueSpace without problems. That's why i will stick with it :)

Post by skipper // May 3, 2007, 9:48pm

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Hello Tiles, your tree looks great, I would love to see more of your work. :) Never quite done learning in 3D. Making realistic trees without hogging down your system is not easy, especially if you need to make a forest full of them. :D

Post by Tiles // May 3, 2007, 11:43pm

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Thanks :)

Have a look at my page when you want to see more:

http://www.reinerstileset.de (http://reinerstileset.4players.de)

The low poly stuff can be found in the 3D Meshes section. Low Poly stuff is still a new chapter for me. So there is not this much available yet. But is growing :)

For the low poly tree: it started with a high poly tree. At least the way. I think i have posted this tutorial before:

http://reinerstileset.4players.de/handshaped_3d_treeE.htm

What i did was to create and render a full leaved branch as described in this tutorial. But i have used a leaf texture instead the polygonal leaf. Then i have mapped this full leaved branch texture at a bent polygon. And finally i have attached them around the trunk then.

They have still a bit too much for a complete forest though. For that i would have to look for even lower poly count i fear. But is good enough for my needs :)

Post by skipper // May 4, 2007, 1:55am

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Wow, I'm glad I asked... lots of cool stuff on your site.

I see, you make your own games. This looks like more than just a hobby.

I'll check out your tutorials. Danke. :D
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