Beta 2 bug - textures have to be in the collada shape 'root' folder and wrong textures
by Andy Hubbard · in Torque 3D Professional · 05/25/2009 (8:10 am) · 5 replies
Hi,
I am having the same issue in beta 2 as was reported in beta 1 here.
I use sketchup (free version), and ideally I'd like to export to .kmx and extract the /models and /images folder to the relevant folder within my project, keeping the /models and /images folder. What I have to do now is extract the model and textures to the same 'root' folder and then start torque, close torque, edit the generated materials file to change all references of '../images/textureN.jpg' to 'textureN.jpg'.
Also, if I have a few 'root' shape folders:
/folder1/shape1.dae
/folder1/texture0.jpg
/folder1/texture1.jpg
/folder2/shape2.dae
/folder2/texture0.jpg
/folder2/texture1.jpg
/folder3/shape3.dae
/folder3/texture0.jpg
/folder3/texture1.jpg
Then shape2.dae and shape3.dae are textured with texture0.jpg from /folder1
The material editor seems to get it right, but the in game shape has the wrong texture.
I suppose in a perfect world we would just export the .kmz file to a folder and Torque sorts the rest out, as elluded to here.
Cheers,
Andy
I am having the same issue in beta 2 as was reported in beta 1 here.
I use sketchup (free version), and ideally I'd like to export to .kmx and extract the /models and /images folder to the relevant folder within my project, keeping the /models and /images folder. What I have to do now is extract the model and textures to the same 'root' folder and then start torque, close torque, edit the generated materials file to change all references of '../images/textureN.jpg' to 'textureN.jpg'.
Also, if I have a few 'root' shape folders:
/folder1/shape1.dae
/folder1/texture0.jpg
/folder1/texture1.jpg
/folder2/shape2.dae
/folder2/texture0.jpg
/folder2/texture1.jpg
/folder3/shape3.dae
/folder3/texture0.jpg
/folder3/texture1.jpg
Then shape2.dae and shape3.dae are textured with texture0.jpg from /folder1
The material editor seems to get it right, but the in game shape has the wrong texture.
I suppose in a perfect world we would just export the .kmz file to a folder and Torque sorts the rest out, as elluded to here.
Cheers,
Andy
#2
i havent messed around with materials much but so far if you just remove the 'mapto' the material disappears entirely leaving big orange trees :)
05/25/2009 (1:22 pm)
all models must ne exported with unique material names, so for example if you have a number of trees you cannot just name the materials as trunk and branches else all trees with the same 'mapto' name get exactly the same trunk and branches, regardless of the folder they are in.i havent messed around with materials much but so far if you just remove the 'mapto' the material disappears entirely leaving big orange trees :)
#3
I suppose the problem here is that sketchup renames the texture files automatically for each shape you export. It is always 'texture0', 'texture1', etc.
So, to get sketchup collada exports into T3D is not very easy at the moment. You have to do a lot of manual editing of the material.cs files and also renamimg of the texture files.
This is a shame, I am getting addicted to sketchup, it is so easy, and free! But with this workflow I may have to rethink ;(
EDIT: renaming the textures and editing the diffuseMap[0] field in the corresponding materials.cs file never actually worked :( I still get the same problem.
Cheers,
Andy
05/25/2009 (11:48 pm)
Hi,I suppose the problem here is that sketchup renames the texture files automatically for each shape you export. It is always 'texture0', 'texture1', etc.
So, to get sketchup collada exports into T3D is not very easy at the moment. You have to do a lot of manual editing of the material.cs files and also renamimg of the texture files.
This is a shame, I am getting addicted to sketchup, it is so easy, and free! But with this workflow I may have to rethink ;(
EDIT: renaming the textures and editing the diffuseMap[0] field in the corresponding materials.cs file never actually worked :( I still get the same problem.
Cheers,
Andy
#4
A quick followup to show what I am having to do to get sketchup exported collada files into T3D
1) unzip the texture files and .dae file to a 'root' folder
2) edit the .dae file and replace all ID" name=" with ID" name="shapename_
3) load the shape into T3D
4) in the materials editor edit the shapes Diffuse Map and point to the correct texture
Not so bad. No need to rename all the texture files. All that seems important is the editing of the .dae file and making sure the .dae file and textures are all in the same 'root' directory.
So, thanks Logan and Bloodknight, you sent me the right direction ;)
Pretty quickly I can get all these houses imported into sketchup, tweaked (scaled, interiors added, textures changed, etc.) and into a T3D level :)

05/30/2009 (1:14 am)
Hi,A quick followup to show what I am having to do to get sketchup exported collada files into T3D
1) unzip the texture files and .dae file to a 'root' folder
2) edit the .dae file and replace all ID" name=" with ID" name="shapename_
3) load the shape into T3D
4) in the materials editor edit the shapes Diffuse Map and point to the correct texture
Not so bad. No need to rename all the texture files. All that seems important is the editing of the .dae file and making sure the .dae file and textures are all in the same 'root' directory.
So, thanks Logan and Bloodknight, you sent me the right direction ;)
Pretty quickly I can get all these houses imported into sketchup, tweaked (scaled, interiors added, textures changed, etc.) and into a T3D level :)

#5
http://www.garagegames.com/community/forums/viewthread/92937
Might want to do it quickly since I don't know how much longer it will be free
05/30/2009 (7:27 am)
Well if you don't like how sketchup does it then I guess its time for you to move onto:http://www.garagegames.com/community/forums/viewthread/92937
Might want to do it quickly since I don't know how much longer it will be free
Associate Logan Foster
perPixel Studios