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Some Bugs or is it just me?
#169979
11/28/07 21:17
11/28/07 21:17
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
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I have now played a lot with GS for the last days, and have encountered some critical obstacles. Maybe it's just me, but I got the impression that the Engine is causing more problems than it solves. Even the simplest concepts of LowP display features (like smoothing groups) are not properly implemented. Let's say I import a FBX File of a really basic Object like a wooden plank which has smoothing groups on it. The Smoothing groups (given in 3ds max) are imported as well as long as you don't rescale the object (which also "explodes" the mesh a bit - vertices are toring apart as well). The Mesh is consistent and all vertices are welded where they should be but nevertheless: The mesh is loosing the smoothing groups while scaling. Okay, so just to make sure I open MED and weld those Vertices again and group everything together and recalculate the normals which gives it the smoothing groups again - thing is: This destroys the UV coords I created before - thats just hillarious. ... and the same problem remains within the engine: Things explode; groups lost (also varieng Phong Shading values does not have any effect). To make things even more confusing: All smoothing Groups work properly with the Editors (MED & WED), but not within the engine (well, I am not allowed to scale or everthing will be lost). Seriously: I have never seen an engine which is obviously unable to fulfill these most basic lowP rendering issues. But again: Maybe it's just me. Maybe I am doing things the wrong way, but I can't imagine what those mistakes could be, because I am doing exactly the same things which I have done in the last years within the game industry throughout europe. Any advice to get those Smoothing Groups to work? Thanks Tristan
Last edited by Tristan3D; 11/28/07 21:19.
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Re: Some Bugs or is it just me?
[Re: Tristan3D]
#169980
11/28/07 21:53
11/28/07 21:53
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Joined: May 2002
Posts: 7,441
ventilator
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can you post some screenshots of the "explosions"? you must be doing something wrong. gamestudio and its editors don't support smoothing groups. this only is a workflow issue though and shouldn't be a big problem. with gamestudio it's the job of the importers/exporters (or the modeler if the importers/exporters don't do it ) to split vertices at hard edges. this is the way directx needs the mesh data anyway. you shouldn't weld the vertices again if you don't want to lose the hard edges!
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Re: Some Bugs or is it just me?
[Re: ventilator]
#169981
11/28/07 22:04
11/28/07 22:04
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
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Thanks for your quick answer Yeah, well explode is a big (and wrong) word which I have used - it's just a narrow gap between Polygons - this is not an issue if I do keep things in a reasonable size (close to the original importing size, which I measured in meters within 3ds max, to keep things at a real scale); so the probplem is avoidable if I work very carefuly within WED. However - those Smoothing Groups are clearly visible within the editors. I pressume its about the phong shading. Anyway... hard edge lighting brings those edges up again (can't be eliminated with smoothing texture option I think), which is the common omni lighting of GS - so smoothing groups are useless anyway I pressume (I've exported the mesh with max in various formats at very high vertex precision - so things actually are consistent). I am sorry if I sounded too frustrated, but... If you invest lots of hours with those basic features without getting close to a solution... it's ruin the day, ya know? Maybe it's possible to get a workaroung with some extra shading code... have to get into this
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Re: Some Bugs or is it just me?
[Re: Tristan3D]
#169982
11/30/07 07:51
11/30/07 07:51
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
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Joined: Mar 2003
Posts: 4,264
Wellington
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You just need time to learn what GStudio suite can do for you first before comparing it to specialised applications you may have used in the past. Its not a game engine by the way, its a 3D development suite so if you want to make games with it, actually make a game! This way you will cover a lot of ground work and come to a quick understanding of how you need to approach using GStudio for game building. Most start of with the templates (I did ) and learn a huge amount from that process alone, then somewhere along the line they try free scripting and discover another whole new world of possibilities which by that time anyway, they learn what the engine can be made to do as it it. To advance further then, some specialise in plug in scripts, dlls or sub appliations to use with in the dev environment thay have set up and on and on it goes, just like with any engine on the market. For your seeming needs, perhaps another engine may hold the features you are looking for?
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Re: Some Bugs or is it just me?
[Re: Nems]
#169983
11/30/07 12:09
11/30/07 12:09
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
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Thanks I just think it's a bit odd, that GS is providing the possibility for such advanced things like Normal Maps and does not provide one of the most "ancient" functions of Low Poly shading concepts like Smoothing groups at the same time In conjunction with Normal Maps those smoothing groups I mentioned are technicaly essential to get a reasonable shading result of character models... which has a huge impact to the style and presentation of a modeled creature/character. It's just an essential concept which confuses me that GS do not provide it (but got Normal Maps at the same time). Ya know? Don't want to complain too much, but I think it would be a good point for a next version of GS and would push up the graphical standard a fair bit into the sky.
Last edited by Tristan3D; 11/30/07 12:09.
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Re: Some Bugs or is it just me?
[Re: Tristan3D]
#169984
11/30/07 12:35
11/30/07 12:35
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Joined: May 2002
Posts: 7,441
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the graphics hardware, directx and opengl don't support smoothing groups. if an edge is supposed to be hard, then the vertices have to be split at that area. that's how it works. smoothing groups just are a workflow improvement for modeling applications, so that modelers don't have to work with doubled vertices all the time which would be a pain. (actually smoothing groups still are a pain. something like maya's soft/hard edges is much nicer to use. ) it's a disadvantage that MED and WED don't support smoothing groups but since most people don't really model in there anyway it shouldn't be a big problem. the mdl7 exporter or MED/WED importer you use should split vertices automatically according to the smoothing information of your model. or some applications like blender have a split modifier which can do this before exporting. many other engines like ogre3d don't support smoothing groups either. it's an importer/exporter thing and if it doesn't work for you then you either do something wrong or the importer/exporter isn't working correctly. from this thread it's hard to say where exactly your problem lies.
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Re: Some Bugs or is it just me?
[Re: Tristan3D]
#169986
12/04/07 21:41
12/04/07 21:41
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Joined: May 2002
Posts: 7,441
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Quote:
This is not just a helper for modelers - it's implemented into the game engines to improve the visual appearance and shading of 3d game models.
no, it's just a helper for modelers. you can achieve exactly the same look without smoothing groups but with split vertices.
in the end (since the hardware/directx/opengl don't work like that), smoothing groups always have to be converted to split vertices. it's just a matter of when this conversion happens.
most game engine's model formats are quite direct representations of the meshes the hardware needs. so the conversion already happens during export to the engine's model format. but i guess there are some engines which have smoothing groups in their format and do the conversion on the fly when loading the model.
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Re: Some Bugs or is it just me?
[Re: ventilator]
#169987
12/05/07 14:16
12/05/07 14:16
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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If 3ds Max displays the smoothing groups correctly then it also has to convert it to DirectX and OpenGL through cutting meshes on the fly.
By the way: If you split meshes then you get open meshes and althogh you got hard edges you lose the chance to use stencil shadows at the same time since stencil shadows need closed meshes. So there is a trade-off between those shading options and the use of this shadow technique.
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