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Hi, I made a castle and textured it with 3dcanvas. But when I import it into blitz3d the textures look light in some areas and dark in others. Do you know what I need to do to fix this?

OK I have spent the last 20 minutes trying to attach a photo but they are all to large. How do I make it small enough to post. If I cut it down anymore it will not show the problem.
 
Posts: 20 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Alan
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To reduce the size of the picture you need a program that can save in jpeg format and that you can reduce the quality in also - if you don't have one there are a few freeware ones on the web..... (try www.tucows.com) or http://www.ultimatepaint.com/

the light/ dark areas might be related to "entityfx" in blitz have a look here http://www.amabilis.com/cgi-bin/YaBB/YaBB.cgi?board=GameDev;action=display;num=1030573982
 
Posts: 1068 | Location: Anglesey | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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I think I know what you are talking about.  I had the same problem before with 3DRAD. I'm guessing you are exporting the model to X visual format.

3DC automatically has different lights set up when ever you load a model and start a new one.  For some reason, 3DC will cause these lights to stay with the model when ever you export to X visual.  So some parts of the model may appear dark while others somehow illuminate.

I fixed that problem removing or deleting all the lights in the scene before exporting to X visual. This way, the only light that will affect the model are the ones made by the engine.

I hope this helps.

Neuro
 
Posts: 76 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Alan
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Thanks Neuro - I never knew that
[size=1](and I thought I knew everything about everything Smile )[/size]
 
Posts: 1068 | Location: Anglesey | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi, thanks for all of the replies. I did remove all of the lights before exporting. Although I could not remove the main light. Here is a photo of the problem.

Thanks!
 
Posts: 20 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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That looks like fog! Do you have your fog setting on? BTW, isn't that model from 3DGS?
 
Posts: 76 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi, Yes I do have the fog on and the model is used in 3dgamestudio but actually it is from geometricks. The problem is that some areas of the texture look shaded.
 
Posts: 20 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi, I circled the problem so that it is easier to figure out. I want the texture to look the same all over the entire surface of the model. You can see in the cirled area that some sections of the texture are darker that others.
Thanks!
 
Posts: 20 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Do you have any engine or any other light sources around the area? Maybe thats just natural ambient light reflecting?
 
Posts: 76 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi, No I do not have any lights on those areas. I am just using one ambient light in blitz3d. I am sure that this is happening in 3dcanvas when it is exported.
 
Posts: 20 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Gordon:

I can guarantee you that it isn't happening due to the way 3D Canvas is exporting it.

Neuro:

There are no lights exported when a model is exported to X format. 3D Canvas' diffuse property is not exported to the X format since the X format doesn't support it. So when you load an X model into a development environment you may find the model to be brighter than in 3D Canvas (or in some development environments darker). You can solve this by setting Diffuse to 100 when applying materials to objects in 3D Canvas.

Richard
 
Posts: 2378 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Thanks Richard, but I like to differ on that part.
I've messed around enough with the way 3DCanvas exports its X-formats.  I've been having that problem for a while until I decided removed the lights from 3DC. When using with 3DRAD, the lights from the modeller apparently do have some type of effect on the model in the engine enviroment.  I have yet to test this out with Blitz3D, but I am 100% positive that the lights do with 3DRAD.

Just my thoughts on this "interesting" subject. Big Grin

Neuro
 
Posts: 76 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Trust me Neuro there are no lights exported to the DirectX format since the DirectX format does not support light information. So, the lighting in 3D Canvas can not make any difference to what you see in 3DRAD.

Richard
 
Posts: 2378 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Okay, I did some more experimenting and I take that back Richard.  But for some reason, thats how I always solved my problems...oh well...??? But however, I did found out that the specular setting does have affect on the X-format models.
 
Posts: 76 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Bazza
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This is a problem you can't really solve at the moment, I've been working at it for months now.  If you only have ambiant light in set in Blitz everything is shaded equally. Try using a point light source and vary the ambiant light.
 Looking at the screen shot I would say you don't have the ENTITYFX for the object set to 4. This will give you flat shading which seems to solve one problem and create another. Multi-faced objects which should appeare flat are sometimes faceted.
 Blitz3D now has it's own file format (.b3d), perhaps it would be possible for someone to write an export from 3DC to this format.  Maybe this may help.
As my original copy of 3DC was packaged whith Blitz3d
wouldn't it be a good idea if someone from 3DC contacted someone at Blitz, maybe they could solve this problem for us?
                          Stick with it
                              Bazza
 
Posts: 980 | Location: Lincolnshire, UK. | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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I can give you some info on what is probably happening here.

The problem is all to do with normals, Blitz handles normals in a different way to .x format files and 3d Canvas. When converting blitz does a best guess to get the normals for each vertex, this is why you can sometimes get an object with a flat face showing differently shaded triangles when lit by a point light in Blitz.
Only real solution in this case (as far as I know) is to go through the model recalculating the normals.  ???

As for an exporter for .b3d, yep there is one, I know I wrote it... Smile
take a look over at http://www.squeakyduck.co.uk in the projects section.
It's a bit slow, and it still has some problems with the normals, but Richard has kindly offered to convert it into a plugin at some point, so I really must get  the normals problem fixed so I can give it over to him.
 
Posts: 29 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Bazza
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Any news on the plug-in to export .b3d files yet? I need it badly, I was delighted to read someone is working on it.
              Thanks
                         Carpman
 
Posts: 980 | Location: Lincolnshire, UK. | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Set ambient to 0 and diffuse to 100. I think this is how I solved it in 3D Rad.
 
Posts: 118 | Location: Finland | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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