Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
5 registered members (AndrewAMD, SBGuy, Petra, flink, 1 invisible), 699 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
3ds max 8 > .X > 3DGS 6.40 - Smoothing goups? #96695
10/31/06 07:13
10/31/06 07:13
Joined: Jul 2005
Posts: 27
A
andibeh Offline OP
Newbie
andibeh  Offline OP
Newbie
A

Joined: Jul 2005
Posts: 27
Since I was facing some problems with the export of models form 3ds max 8 to 3DGS 6.40 via the max2mdl-script I recently was trying to use the .X-format.

3ds max 8 export .X > MED import .X > MED export .MDL7 > WED import .MDL7

After overcomming the first problem (alpha value of material is set to 0 in MED after imorpt > model is invisible in engine) I now have the problem that all models polys appear faceted. Means no smoothing is transfered form 3ds max, neither between polys of the same smoothing group, nor between polys of the same element.

Has anybody got an idea how smoothing can be transferred using the above mentioned workflow?

Re: 3ds max 8 > .X > 3DGS 6.40 - Smoothing goups? [Re: andibeh] #96696
11/01/06 05:19
11/01/06 05:19
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
first make sure ur viewing the model in smooth mode in med (under view options or something), and if u are already doing that try using "merge" in med to smoothen the model. depending on what ur model is like, it may cause unwanted melding of vertices.

hope this helps!

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: 3ds max 8 > .X > 3DGS 6.40 - Smoothing goups? [Re: JibbSmart] #96697
11/02/06 18:08
11/02/06 18:08
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
There are no smoothing groups in Direct 3D. Basically you need to weld all the vertices that you want smoothed.


Sphere Engine--the premier A6 graphics plugin.
Re: 3ds max 8 > .X > 3DGS 6.40 - Smoothing goups? [Re: Matt_Aufderheide] #96698
11/06/06 11:06
11/06/06 11:06
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
Serious User
Stansmedia  Offline
Serious User

Joined: Mar 2003
Posts: 1,524
Canada
This is a little off topic, but just as a heads up keep in mind if you do not have a solid mesh thats closed you will experience some weird problems with stencil shadows. I had to search high and low to find a glitch that was happening in space cat, and it could have been avoided if i would have closed all the mesh in my models during development (rather then going back and welding a bunch of crap) lol.


Decessus - 80% done. 100% abandoned.
GET MY ANDROID GAME! https://play.google.com/store/apps/details?id=com.lasertrain.zspinballfree&hl=en
Re: 3ds max 8 > .X > 3DGS 6.40 - Smoothing groups [Re: Stansmedia] #96699
11/16/06 14:54
11/16/06 14:54
Joined: Jul 2005
Posts: 27
A
andibeh Offline OP
Newbie
andibeh  Offline OP
Newbie
A

Joined: Jul 2005
Posts: 27
Thank you for your tips!

After having tested a while I found following (partial) solution:

> at least when using the Pandasoft Direct X Exporter the option "Optimize mesh" has to be set to "Normal" or "Optimize", otherwise the faces of the mesh will appear faceted (no smoothing at all). No doing that was my original fault.

> adjoined faces appear faceted if their congruent faces are NOT welded in 3ds max
> adjoined faces appear smoothed if their congruent faces are welded in 3ds max
> parts of a mesh which have different textures have to be seperate models in 3ds max

Still there is one problem:
The specular color shows harsh transitions exactly where the seams of the UV-coordinates are located. The only workaround is to use just flat projections for the textures, which is very limiting.
The above mentioned problem doesn't appear when using the old max2mdl exporter with the same model.

Does anybody have an idea how to overcome this problem?

BTW: in parallel to 3DGS I use Quest 3D. When importing (the same) X-files to this applikation no such problem appears at all. Even there is no necessity to prepeare the 3ds max models in any of the above mentioned ways at all. Smoothing groups from 3ds max stay as smoothing groups in Q3D, several textures can be used in one mesh and will be transfered ...

So apparently the problems are caused by the X-iport filter of 3DGS, not by limitations of the x-file format.


Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1