Game Development Community

Exporting textures problem

by Alan McNair · in Artist Corner · 09/04/2006 (7:02 am) · 30 replies

Hi all,

I've been trying to export a sphere object from Milkshape 3D into Torque with applying a white texture to it - so it looks like a golf ball.

I have created the sphere object and used a few different types of image file to try and texture it (BMP, PNG etc). All show up ok in Milkshape, but when I export it to Torque SDK, when I run Torque it does not show up correctly at all. No matter what texture I apply the object always appears looking nothing like it should.

I have the 3D Game Programming All In One book and have worked through it as the author states, but it seems something has gone wrong!

Any help on this matter would be appreciated.

Thanks

Alan
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#21
09/11/2006 (7:52 am)
The white texture non-render in the 3d viewport must be card specific, as I don't see[not-see] this happening in any version of Ms3d I've run.

Post this texture, if you can, I'd like to take a look. I'm using a .png white and I can always see my 'golfBall' geosphere I create, again; in v1.7.8.

Ahhhhhh, Alan, what color value is your diffuse value set at? By default, I believe they are all set to NULL or black. This is how you 'used' to get transparencies to render on the backside to create a false twosided poly[but makes it easy to find in the back of a viewport, ;)]. If you mean you can't 'see' the white 'pop' with Assignment??, to mean that the object still has the default greyish shading, try experimenting with the parameters for Viewport rendering.

I just tried with my .png texture and a psuedo-texture Material set to white, and I still see the Grouping in the viewport, very odd glitch for just one single value...??
#22
09/11/2006 (5:06 pm)
Michael, just tried your method there, still no luck unfortunately.....

Rex - how do you check to see what colour value my diffuse value is set at?

I've included some screen shots to help you guys!

img147.imageshack.us/img147/3299/problem1gz8.th.jpg

Here is how I apply my texture to my sphere.

img86.imageshack.us/img86/9357/problem2wu2.th.jpg

This is my texture I am using.

img247.imageshack.us/img247/1545/problem3gc2.th.jpg

This is how it shows up in Torque.

Thanks again guys

Alan
#23
09/11/2006 (5:15 pm)
What export you using? I can see screen shot of that. Do you put your texture in the same folder as the dts
folder?
#24
09/11/2006 (5:42 pm)
The Ambient,Diffuse,Emissive,Specular buttons above the two sliders in the Materials Tab...

You are using Paint to produce your .PNG texture?? That might have something to do with it, but I just checked now with my XP version of PAINT and just Assigned a Material pathed to it and it is appearing in my 3d Perspective viewport...of course to really look 'white' I opened my Diffuse slot and chose White255,255,255 as my value. Definitely 'popped' white when I did that...

Hope this helps out.
#25
09/11/2006 (6:28 pm)
I have try to reproduce this result. The export always work. The only ways I can see that sphere appear gray in Torque is the texture is not in the same folder with the model or it is not png or jpeg or not power of two. I try all these and I got same as above model without the texture. I have test the standard export and ms2dtsExporterPlus.
#26
09/12/2006 (4:05 am)
Hi again guys

Rex - tried those diffuse controls and set it to White 255,255,255 and it shows up perfectly in Milkshape, however when I export it to Torque it does not carry the diffuse value with it.....

Michael - I'm using the ms2dtsExporterPlus. I created a PNG file in Photoshop to see if it made any difference, I have saved my material in the same folder as my DTS file -

Some screenshots to help you guys :

img145.imageshack.us/img145/9346/problem4ch0.th.jpg

img139.imageshack.us/img139/318/problem5dc0.th.jpg

Thanks again

Alan
#27
09/12/2006 (6:48 am)
Okay, here's something I noticed....your files are in SDK/example data tree, yet your engine snapshot has the Menu Title, as if you're running the Tutorial Base MOD....

I just created a golfBall object with a 256x256 .png white and it appears fine in TGE. Of course , if I view it from it's unlit side, it does appear greyish as the snapshot indicates. That's TGE stock lighting at work there, I think.

Oh, and those buttons have no affect on Exporting as I stated earlier, they're intended for Ms3d's render environment, unless exporter specific instructions are added. The texture and it's data is what is used for rendering by the exporter/engine combo.

To me, if a texture appears grey, it's usually bad pathing...?
#28
09/12/2006 (7:01 am)
Hi Rex,

Yeah I'm running the TorqueDemo.exe - I have changed the main.cs file to open my Golf folder and am editing it through the TorqueDemo.exe program, is this the right way to go about it?
#29
09/12/2006 (7:41 am)
Email me one your golfball.dts with texture, I like to check out and see what happen in Torque I am using. This problem is got me thinking but cant put my finger on it. If I am not misstake you can change the name of example folder but you change the name of starter.fps or tutorial.base it will lead to problem unless you do some path changing.
#30
09/12/2006 (8:29 am)
Michael, I'll email my golfball.dts and texture now mate.

I just finished modelling a golf flagpole and it shows up fine in Milkshape -

img110.imageshack.us/img110/1746/problem6ac1.th.jpg

However, when I export it to Torque, the white shows up grayer, but the other colours export ok....

img157.imageshack.us/img157/6317/problem7ma0.th.jpg
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