It seems that 3D Canvas models do not work properly in 3impact becouse 3DC doesn't exports vertex-normals properly to .x files. Or at least this is what the developers of 3impact replied to me when I asked about the problem. They also said that they can't do much about. Is there anything that can be done to make 3impact and 3DC to wotk together?
The attachment is a shot from 3impact to show the problem.
This might be a workaround for you. try to crease your model before you export it - try both extreams of the crease function and let us know if it helps ?
3DC exports vertex normals properly to X files. It's easy to show that it does. Try exporting a smooth and creased cube and then import them with Microsoft's X viewer program (mview.exe) that comes with the DirectX SDK.
I just tried it with a cube and sphere both creased and smooth and it worked fine.
The creasing doesn't help at all, I've tried it. I have also tried a lot of different material settings, but none seem to help.
This is the reply I got:
quote:The way light is shaded on a surface depends on how the so called 'vertex-normals' are computed by the modeler and, in particular, whether they are preserved when the model is finally exported to .x
Maybe the normals could be exported differently?
"Eat me! See if I care."
Posts: 118 | Location: Finland | Registered: Fri November 07 2003
As I said, the normals appear to be exported correctly and that has been confirmed by the use of the Microsoft viewer. I would say that the final word on whether the normals are correctly exported or not would be Microsoft's since it is their format. Since their viewer shows them to be correct then they are very likely correct.
All I can suggest is that you get them (3impact) to indicate where there is a problem and why it is Microsoft's viewer shows the normals correctly.
Richard
[This message was edited by Amabilis Support on Thu February 05 2004 at 11:31 AM.]
Looking at your sample again I would suggest that you look at materials rather than normals. Try varying your materials to see if you can improve the appearance. If I recall correctly "diffuse" is not actually supported by the DirectX format. Try varying "Ambient" and perhaps "specualr" to see if makes any difference.
OK, I'll pass this information to them. But as I said above, the material settings do not seem to have any effect on the error. Thanks anyway. I'll just keep on trying to find a solution.
"Eat me! See if I care."
Posts: 118 | Location: Finland | Registered: Fri November 07 2003
I also forgot say that this problem aplies for 3D Canvas only. So there must be something differently in 3DC's models than in the models from other modellers. They promised to look at problem, so I hope it gets fixed by them then.
"Eat me! See if I care."
Posts: 118 | Location: Finland | Registered: Fri November 07 2003
I can confrim this. THe best I've come is by setting diffuse to Zero.(Ambient seems to have no effect).
But the white shows in small corners still when the light is at the right angle to the model. When I import the X model to MS3D an re-export it the problem is %100 fixed even with normal diffuse setting.
I've also tried creasing and any other material settings I could think of .
I think I even tested TS3.2 an no problem. I really like using 3DC but, right now it's a pain to have to convert everything.
This new impact game-engine is new but it could be big,bigger than DBP(it has excellent physics), would you please get in touch with them and try to solve this problem Richard? It would be much appreciated.
Can you send me a X file exported from 3D Canvas and the X file re-exported from MS3D so that I can compare and see what the differences are? The MS3D model would need to be in ASCII format for me to be able to compare. (support@amabilis.com)
The problem is solved! (I hope) The problem happens when specularity is set 0 in 3D Canvas. I'm sure I checked that, but I it seems I didn't, or then I messed up something else. Sorry, my fault.
"Eat me! See if I care."
Posts: 118 | Location: Finland | Registered: Fri November 07 2003
I can guess as to the cause. 3D Canvas exports white (1,1,1) as the specular color and 0 as the power (amount) of specular effect when "specular=0". I would guess that 3impact is not applying the specular power when it is 0 and is just applying the specular color. But that is just a guess.
I had a look at an export and the specular value looks right to me.