ASE exporter issue
by Steve Acaster · in pureLIGHT · 08/26/2010 (1:50 am) · 4 replies
Whilst exporting an ASE file (created from PL's Blender ASE Exporter) I found that the final LMX_COLLADA file, though fine in PL, is exported with LMCOORDs overwriting TEXCOORDs, thus causing the mesh's diffuse texture to use the lightmaps UVmap coordinates.
Only happens with meshes that were imported as ASEs, importing as DAE exports as expected.
Thankfully, even this non-coder can peek inside a COLLADA file and check the differences with a working one!
edit
title edited to reflect proper issue - see below
<triangles material="detachedhouse_Module_Common_LMX_detached1props-Material2" count="1664"> <input semantic="VERTEX" offset="0" source="#detachedhouse_Module_Common_LMX_detached1props-Vertex"/> <input semantic="NORMAL" offset="1" source="#detachedhouse_Module_Common_LMX_detached1props-Normal"/> <input semantic="TEXCOORD" offset="2" set="0" source="#detachedhouse_Module_Common_LMX_detached1props-LMCOORD"/>//LMcoord should be Texcoord! <input semantic="TEXCOORD" offset="3" set="1" source="#detachedhouse_Module_Common_LMX_detached1props-LMCOORD"/>Should be -
<triangles material="detachedhouse_Module_Common_LMX_detached1props-Material2" count="1664"> <input semantic="VERTEX" offset="0" source="#detachedhouse_Module_Common_LMX_detached1props-Vertex"/> <input semantic="NORMAL" offset="1" source="#detachedhouse_Module_Common_LMX_detached1props-Normal"/> <input semantic="TEXCOORD" offset="2" set="0" source="#detachedhouse_Module_Common_LMX_detached1props-TEXCOORD"/>//should be this! <input semantic="TEXCOORD" offset="3" set="1" source="#detachedhouse_Module_Common_LMX_detached1props-LMCOORD"/>
Only happens with meshes that were imported as ASEs, importing as DAE exports as expected.
Thankfully, even this non-coder can peek inside a COLLADA file and check the differences with a working one!
edit
title edited to reflect proper issue - see below
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#2
08/26/2010 (4:55 pm)
Quick test shows that Torque imports it correctly once I change this and you can add a diffuse texture to a previously untextured mesh just fine.
#3
edit:
actually that crash is caused by the bitmap coming out as *BITMAP "//my_texture.png"
double edit!
Okay, the actual issue is that the ase exporter is throwing in 2 //'s in the ase file instead of just having *BITMAP "my_texture.png", which works fine...
08/26/2010 (5:00 pm)
For some reason my material's texture names never make it into PL with ase import, - they either crash PreLight if I have the full Blender material and textures linked, or the materials come through unnamed - so I have to add the textures to the materials inside PureLight.edit:
actually that crash is caused by the bitmap coming out as *BITMAP "//my_texture.png"
double edit!
Okay, the actual issue is that the ase exporter is throwing in 2 //'s in the ase file instead of just having *BITMAP "my_texture.png", which works fine...
#4
In any event, I can make it so that a double // at the front of a texture name won't cause problems.
08/26/2010 (5:30 pm)
Can you send us an example .blend file with this issue? I'm getting normal file paths without any //'s in them. And what version of Blender are you using? (I tested using 2.49) The 2.5 series are all still in beta right?In any event, I can make it so that a double // at the front of a texture name won't cause problems.
Torque 3D Owner Thomas Pittman
I'll see what happens if I change it.
Edit: If there is no texture on the mesh, the lightmap is also being set up on CHANNEL0 (look up in the <library_effects> section).