Texture Problems/possibly .dae (collada) issues (Repost)
by Roboyed · in Torque 3D Beginner · 09/12/2013 (4:01 am) · 4 replies
As stated before on my old post. When ever I save and exit/quite the level, my textures go from normal to all wonky. It goes to the texture I chose and put on it to just one of the textures. (Before:http://imageshack.us/scaled/large/208/qx14.png) and then after I save and quite it goes to this (After:http://imageshack.us/scaled/large/266/x9hb.png) or to another texture used. I tried to fix it by selecting the texture needed for the model/object but it looks like this after asking if I want to save the previous texture (http://imageshack.us/scaled/large/407/fe6i.png) I usually fix this by deleting it and undoing the delete it looks normal like this (http://imageshack.us/scaled/large/27/yww1.png),this is not part of the save and quite issue but happens at times before the textures go wonky or change. And then it just repeats itself after I save and Quite/Exit the editor. My models are made in Blender and are exported in the Collada .dae format and the textures are edited in Gimp and Photoshop. My models and textures are in the same folder, no clue if that could cause an issue or not. Any help is appreciated, I have tried to resolve this issue for about 3 or 4 days now with no avail.
In Response to
It has been going on for a little over a week now it is really frustrating. This is definitely going to be the last post about this. I may just have to spend hours on this just to solve and prevent it in the future. Thanks ahead of time for your time and patience to look at my issue :).
In Response to
Quote: looks to me like a UVW Mapping or channel issue more than a 'texture' issue. I would need to see the collada file to be sure though.I just started modeling in blender about 3 or four months ago so I know very little about UV mapping, but I can still do it to my liking. I have about 4 or 5 models if you are willing to check all of them, 4 make up the house and 1 in a earlier model I made that has a similar issue, I'll try to put them in a .zip (folder.http://www.filedropper.com/newcompressedzippedfolder_5)
It has been going on for a little over a week now it is really frustrating. This is definitely going to be the last post about this. I may just have to spend hours on this just to solve and prevent it in the future. Thanks ahead of time for your time and patience to look at my issue :).
About the author
Game designer in training, well sorta. I'm 16 years old practicing with blender for modeling, gimp/photoshop for textures, and Torque 3d for the initial engine. So far I suck at scripting (never really practiced/learned) a decent modeler and texturing.
Recent Threads
#2
09/12/2013 (8:32 pm)
Quote: Create a test level and add both models to the scene. Perform the steps that produced the issues in the past. If the dae file from blender has issues, then you know it is the blender export script. If both have issue then can be either blender or the method you are using to add the models to the scene. This can be further narrowed by using and existing model from another level that is known to be good in that level. If upon importing a known to be good model from another level you are having the same issue, then you know it is your method of importing, and can then take steps to remedy that.@ Dale E. La Force Thanks for the cool program link. I am beginning to think it is the way I add them to the scene cause I added and exported a couple of models from Nobiax on Deviant art and they ended up all weird like mine did. I add models from Project Manager -> Open Project Folder -> Game -> Art -> Shapes -> then add them to a folder I added to shapes. Is there any other way to import/add models? I also add them to the scene from the model in editor menu. Where a menu pops up and has stuff like Shape, Materials, and Animations. It also has LOD, Material Prefix, Import Nodes, Ignore Nodes and so on. (http://img15.imageshack.us/img15/4604/y2v8.png)
#3
has a unique name that is short and descriptive to the model that it will be applied to.
Step 1: In Torque test level make folder titled TestCube.
Step 2: Select a power of 2 texture in suitable T3D format and copy to
TestCube folder.
Step 3: In blender, make a 5X5X5 meter cube, UVW map and apply the
texture from TestCube folder.
Step 4: Export cube as dae format to the TestCube folder labeled as
priCube.
Step 5: Export cube as obj format to the TestCube folder labeled as secCube.
Step 6: Open Assimp Model Viewer and open secCube obj.
Step 7: Export secCube obj as dae to TestCube folder.
Step 8: Open Torque and load the test level.
Step 9: Open meshes tab on library dialog and navigate to the TestCube
folder.
Step 10: Double click priCube, then tick the check box for "force cs
update", click okay and ensure mesh is in scene.
Step 11: Double click secCube, then tick check box for "force cs
update", observe text box to right of "override scale". If it does not
reflect a value of 1.0, then tick check box for override scale and enter
value of 1.0. ( DCC apps do not adhere to a standard scale format)
Now click okay and ensure mesh is in scene.
Step 12: Save level, exit level, restart level and check TestCube to ensure all is well.
Note: Is important to have unique names for materials applied to
meshes in your DCC app. If not this can cause issue in a game engine
and Torque is no exception to that fact. Further, you may find that the
orientation of a mesh from one DCC app to another does not remain the
same. If this is the case, you can tick check box for "override up_axis" and change the orientation prior to import. Also may wish to
visit this link in future, http://vimeo.com/album/56464.
09/13/2013 (2:15 pm)
Follow these steps without deviation. Ensure that material you usehas a unique name that is short and descriptive to the model that it will be applied to.
Step 1: In Torque test level make folder titled TestCube.
Step 2: Select a power of 2 texture in suitable T3D format and copy to
TestCube folder.
Step 3: In blender, make a 5X5X5 meter cube, UVW map and apply the
texture from TestCube folder.
Step 4: Export cube as dae format to the TestCube folder labeled as
priCube.
Step 5: Export cube as obj format to the TestCube folder labeled as secCube.
Step 6: Open Assimp Model Viewer and open secCube obj.
Step 7: Export secCube obj as dae to TestCube folder.
Step 8: Open Torque and load the test level.
Step 9: Open meshes tab on library dialog and navigate to the TestCube
folder.
Step 10: Double click priCube, then tick the check box for "force cs
update", click okay and ensure mesh is in scene.
Step 11: Double click secCube, then tick check box for "force cs
update", observe text box to right of "override scale". If it does not
reflect a value of 1.0, then tick check box for override scale and enter
value of 1.0. ( DCC apps do not adhere to a standard scale format)
Now click okay and ensure mesh is in scene.
Step 12: Save level, exit level, restart level and check TestCube to ensure all is well.
Note: Is important to have unique names for materials applied to
meshes in your DCC app. If not this can cause issue in a game engine
and Torque is no exception to that fact. Further, you may find that the
orientation of a mesh from one DCC app to another does not remain the
same. If this is the case, you can tick check box for "override up_axis" and change the orientation prior to import. Also may wish to
visit this link in future, http://vimeo.com/album/56464.
#4
@Dale E. Force Thanks so much It actually worked. I made two separate textures for the test and named them identical to the two cubes. When I saved and quite and went back in the textures remained where I left them with no distortions at all. You saved me a lot of time and helped me learn the engine more.
09/14/2013 (1:42 am)
Quote: Step 1: In Torque test level make folder titled TestCube.
Step 2: Select a power of 2 texture in suitable T3D format and copy to
TestCube folder.
Step 3: In blender, make a 5X5X5 meter cube, UVW map and apply the
texture from TestCube folder.
Step 4: Export cube as dae format to the TestCube folder labeled as
priCube.
Step 5: Export cube as obj format to the TestCube folder labeled as secCube.
Step 6: Open Assimp Model Viewer and open secCube obj.
Step 7: Export secCube obj as dae to TestCube folder.
Step 8: Open Torque and load the test level.
Step 9: Open meshes tab on library dialog and navigate to the TestCube
folder.
Step 10: Double click priCube, then tick the check box for "force cs
update", click okay and ensure mesh is in scene.
Step 11: Double click secCube, then tick check box for "force cs
update", observe text box to right of "override scale". If it does not
reflect a value of 1.0, then tick check box for override scale and enter
value of 1.0. ( DCC apps do not adhere to a standard scale format)
Now click okay and ensure mesh is in scene.
Step 12: Save level, exit level, restart level and check TestCube to ensure all is well.
Note: Is important to have unique names for materials applied to
meshes in your DCC app. If not this can cause issue in a game engine
and Torque is no exception to that fact. Further, you may find that the
orientation of a mesh from one DCC app to another does not remain the
same. If this is the case, you can tick check box for "override up_axis" and change the orientation prior to import. Also may wish to
visit this link in future, http://vimeo.com/album/56464.
@Dale E. Force Thanks so much It actually worked. I made two separate textures for the test and named them identical to the two cubes. When I saved and quite and went back in the textures remained where I left them with no distortions at all. You saved me a lot of time and helped me learn the engine more.
Dale E. La Force
Would be to your benefice to do several blender tutorials on UV mapping and applying textures.In your "before" image, you have issue with scaling of textures, such as the bottom front section below the front portal/door.