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SOLVED - Texture problem - SOLVED #425461
07/05/13 15:20
07/05/13 15:20
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
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The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
I downloaded a .obj model for a jet ,then imported it into MED. I chose "Manage skins" and set a skin (which is a .pcx texture file) to the jet. The texture appears on the jet in MED and when loaded in WED ,but in the runtime when I run the game ,the jet appears fully white without texture mapped on it. (NOTE: the texture file is .pcx and is located in the same folder where the model exists)

Maybe the problem is in the extension .obj 'cause it happened to me once with another .obj model. Maybe I can download some converter?


Thank you for reading and any help will be appreciated



***PROBLEMS SOLVED***

Last edited by The_KING; 07/07/13 18:10.
Re: texture problem & algorithm required [Re: The_KING] #425479
07/06/13 08:36
07/06/13 08:36
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Problem #1: I don't know, sorry.

Problem #2:

If I want a fixed camera behind an entity I'd use something like this (almost the same as your code):
Code:
// position
vec_set(camera.x, cam_pos_offset);
vec_rotate(camera.x, entity.pan);
vec_add(camera.x, entity.x);

// angle
vec_set(camera.pan, entity.pan);
ang_rotate(camera.pan, cam_ang_offset);


If you want an angle independent rotation you're probably looking for ang_rotate (like I've used in the code above).

Quote:
HOW CAN I CHANGE THE PAN, TILT AND ROLL ANGLES OF AN ENTITY WITHOUT CHANGING THE DIRECTIONS OF ITS LOCAL AXES
I don't think thats possible.
But you could assing all vertices to a single bone and use animations to rotate the model (collisions won't work properly).

Anyway, with ang_rotate something similar should be possible.


POTATO-MAN saves the day! - Random
Re: texture problem & algorithm required [Re: Kartoffel] #425485
07/06/13 11:14
07/06/13 11:14
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
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The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
@Kartoffel Thank you very much. I don't know how the animation idea didn't come to my mind! grin

***PROBLEM 2 SOLVED***

Last edited by The_KING; 07/06/13 11:14.
Re: texture problem & algorithm required [Re: The_KING] #425519
07/07/13 12:59
07/07/13 12:59
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
Member
The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
BTW, when I downloaded the .obj model ,there was a normal texture image with it

Here's the download link to download the .obj file and try to convert it into .mdl and see it in MED ,then in runtime:

Download link: http://www.hellupload.com/rc9bvgc7fzd6/The_jet.rar.html

Re: texture problem & algorithm required [Re: The_KING] #425520
07/07/13 14:29
07/07/13 14:29

M
Malice
Unregistered
Malice
Unregistered
M



1) Open the .mdl in med.--> go to skin manager --> go to skin settings --> go to texture file --> Make sure "extern" is unchecked or uncheck it --> --> you may need to reload the file into the texture file blank with the "..." button --> save the model and try again... Still problem go to 2.

2) Open the .mdl in med --> go to skin manager --> go to skin settings--> go to texture file --> click export texture... Can't export go to 4.

3) Export skin to .pcx. --> In the texture file blank click the "..." button and load your new saved .pcx file. --> make sure "exturn" is unchecked --> close the texture file slot --> open texture format slot --> makes sure 24 bit is checked --> makes sure mipmaps are checked --> uncheck alpha --> click "ok" if you can. exit skin manager --> save .mdl file.

4) You need to modify the pcx file in gimp and reload it into the .mdl file with "exturn" unchecked.

Last edited by Malice; 07/07/13 14:33.
Re: texture problem & algorithm required [Re: ] #425521
07/07/13 14:49
07/07/13 14:49

M
Malice
Unregistered
Malice
Unregistered
M



Another note if you want to use an external skin then the skin must be in the main game folder ( where the script *.c files are) or you must use PATH's or pragrma_path to set a path for the engine to find it. The engine loads skins, .mdl's do not have imbedded texture file paths like *.fbx or other formats and trust me this is a good thing.

Quote:
HOW CAN I CHANGE THE PAN, TILT AND ROLL ANGLES OF AN ENTITY WITHOUT CHANGING THE DIRECTIONS OF ITS LOCAL AXES


Create an INVISIBLE model the max size and shape of the jet. Set the jet to PASSIBLE. Use vec_set() to tie the jet to the invisible collision object every frame. You are now free to rotate the jet and the invisible collision model need only be pan rotated and will act as the collision object. You will now be moving the collision object and the jet will automatically be connected.

Last edited by Malice; 07/07/13 14:57.
Re: texture problem & algorithm required [Re: ] #425522
07/07/13 14:56
07/07/13 14:56
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
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Joined: May 2008
Posts: 2,113
NRW/Germany
I think the problem is the material. Just uncheck it in the Skin Settings.


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Re: texture problem & algorithm required [Re: alibaba] #425525
07/07/13 18:08
07/07/13 18:08
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
Member
The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
@alibaba Thank you. You're right, I forgot to uncheck the material checkbox

@Malice As always, thank you for your time

***PROBLEM 1 SOLVED***


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