Thread

Exporting to OBJ and texture

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Exporting to OBJ and texture // Bugs

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Post by Tiles // Jul 4, 2007, 6:55am

Tiles
Total Posts: 1037
pic
This is the filename of the texture i once imported my mesh with into Modeler:

sarah_texture.png

Have tinkered around with this mesh for a pretty while now in workspace. Now i wanted to export it. I was too lazy to search for the original file.

This is the texture filename after exporting from modeler with LUUV:

1024x1024x1_3d77b58a-4a8c03f5-c6a9c9b5-c67c6d07-7.RdBitmap.jpg

Where is my PNG? Why uses it Jpeg to export? Jpeg is lossy. PNG not. I used PNG for good reason. And the Jpeg even uses a high compression. Lots of artifacts. Which are luckily not visible in the workspace mesh. So i guess it uses the original file here. Nevertheless ...

I don't even ask why the texture has a this cryptic filename now. :rolleyes:

Post by Jack Edwards // Jul 4, 2007, 11:43am

Jack Edwards
Total Posts: 4062
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Sounds like a temporary file used by the bridge. Did you try re-applying the texture in Modeler then exporting?


-Jack.

Post by Tiles // Jul 5, 2007, 1:36am

Tiles
Total Posts: 1037
pic
Thanks for the idea. Of course you can repaint it with the original texture in modeler again. And then export. The exported OBJ will have the correct texture back then. But this means you need to have this original texture somewhere else. My original texture is surely somewhere around. I just have to find it* ... :p

*That was and is the old problem with storing textures outside the scene file. But now we have another problem as this example shows.

Jpeg is lossy and has artifacts. That's nasty in case you just have the RSSCN file. For me it is a bug that you don't get out the quality you once have put in. I wouldn't complain about Bitmap for example.

And it is a problem with handling textures in general. Nowhere in Workspace can you find an information what texture is in use at the moment. Not the filename nor what format. It converts it to a cryptic temporary number anyway.

Let`s think of the case that you work at a texture. For test purposes with a Bitmap, then convert it to PNG or TGA because you need an alpha channel for example. And you may use several file names before the texture is finished because of tests if this or that detail turns out better. Happens often here at my end. How can you tell which texture is applied in the current file? Always looking if this and that detail is still added/corrected?

All in all, i think Caligari should rethink the idea of storing the texture in the scene files. I think there should still be a way to store the textures externally. Even when this means that we are back to the good ol "grr, where's my texture?" problem. Maybe as an alternative :)
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