My unit is half under the terrain and is all black - Page 2

My unit is half under the terrain and is all black

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

most of the time, you can just use UpSpring's smoothing tools.
Actually if you export all hard and rounded objects as seperate pieces, preferably make them children of the piece they initially belong to, you can auto-smooth them individually and merge them with the parent later (m in upspring).
But it's generally easier/faster to set this up in your model app.
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Argh
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Re: My unit is half under the terrain and is all black

Post by Argh »

I actually tried to delete some faces and lower down some details on the barrels but in upspring it still counted 2000+ polys.

I lowered the barrels down to four sides, but upspring still added all the polies of the deleted face on the flat sides. Is it uv related or something?

Also i will redo the uvmapping, i don't like how i did with all the faces having texture, also there is many faces i have to delete, player will never see these faces.

Now the probleme is that spring wants to load a 3DO, while i have my model.3SO inside the object3D. But i can't figure out why it wants a 3DO and not a 3SO.
1. 2000 seems rather high, unless you've been duplicating a lot of objects and you just can't see it. Lemme go look at the raw mesh...

Well, there were a lot of faces that needed to be deleted. Since I was in the mesh anyhow, I went ahead and made a seperate piece for the aiming rotation for the minigun area, called "aimer". I also added "shins" to it, which it will need to be animated correctly- those are 3-part legs, and will work fairly well without clipping problems pretty much as-is, I think.

Click here to download a cleaned up, reposed mgrex, now 1432 triangles.

2. Probably what's happening with facecount is that you're not deleting the faces in Wings correctly. As I don't use it as my primary modeler, I'm going to have to defer to Guessmyname or Rattle on that one.

3. The biggest single issue I saw with the uvmap is that you have countless areas that can and should be mirrored, which weren't. Also, you're using texture space fairly efficiently, but I saw a lot of stuff that was laid out in a way that must have been hard to paint fast.

I saw that you mirrored the "shoulders" of the "head" area, yet didn't mirror the sides of the legs and feet- yet they have the same greebles, so far as I can see. That looks like a massive opportunity knocking, to me. The bottom of the rear "reactor" housing is taking up way too much space, the sides of it should be mirrored, the sides of the main body can probably be mirrored, etc., giving you a lot more room to expand detail. As I said earlier, I liked that you were actually using level-of-detail concepts... what I think you should try, to get this really sharp, is free up enough space with some mirroring that you can cram huge amounts of detail into the areas that really demand it, imo.

Lastly, the way this was laid out, I'd have had a conniption fit, trying to paint it ;) It must have been fun, adjusting all those bevels, etc. It saves a lot of time if you line up as much of the uvmap as possible with the top of a given set of polygons corresponding to "up", so that you don't have to do as many custom bevel angles. You cannot avoid having to do it sometimes, of course, just like there are times you simply must hand-paint something in. That just looked like a lot of extra work to me, though.

4. Spring's expecting a 3DO by default. To get it to load a .S3O, you need to put that file extension on the name, so that Spring knows it's loading a .S3O:

Code: Select all

ObjectName=armmgrex.s3o;
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

Lots of imformation, it's really useful thanks a lot.


I actualy try to remap the uv, but i fucking hate that, i always fail at making a clear cut.


How should the cuts be done?

Also i know why the model showed up as black and half under the terrain

I forgot to delet a 3DO save i made of my model, i must have put that in object3D because it asked the 3DO and i didn't knew that i had to add the file exanstion of S3O in the unit file in order to make it show up in game. So now that i deleted the 3DO edited the unit file, it now shows up.

Right now if i want i can keep the texture like that, start scripting and the model will be done, but with the silly texture.

And the 3DO wasn't fixed, so it loaded that unfixed model. Showing all black and half underterrain. Such a stupid mistake i made.

The real difficulty for me is uv mapping, i can't cut and unfold those parts, this makes me rage.
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

Huh?

Unrwap ONE piece at a time and get familiar with all context menu options in the UV editor when you have a selection. Vertex, edge, face and object mode all have different options available.

Also, Tools -> Snap UVs can be used to project something from the front/rear (z, shift+z), sides (x, shift+x) top/bottom (y, shift+y) or from the current camera angle. Basically what ever you have selected will be saved as UV the way you see it.
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

I do not have snap uv in the tool section, but i have project camera in the autouv window. Is it the same?
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

Nope.
Image
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

rattle wrote:Nope.
Image
Snap image can be used as snap uv? I thought it was to take a screenshot.

Also how much time should it take to uv map a model like mine.


edit guises


i reuv mapped, took me 4hour 30 minutes because i had to remodel the legs, i tried to uv map the old legs but they were too fucked up, i lost a lot of time on these stupid old legs, so i made new more simplistic legs.

Also i replaced all the stuff in a much much better way than before, i also found how to make good cuts.

also started the texturing


i had a question, MG moves with legs being turned like this

Image

will this be done in the animation script?


Also the head will ony move a very little, so if it wants to shoot with the galting gun it has to be in front of the enemy.
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

Model it in default position, guns, arm, legs etc. facing to Z+. You do all posing by script. Oh yeah, your entire model should face to Z+. If it doesn't, create a cube, select your entire model, RMB on rotate, rotate it around the top or bottom face of your cube in 90° steps until it faces Z+. This way you won't break it.

Also, when exporting it, edit the options for the OBJ or 3DS exporter (little icon to the right of it). Export with a scale of 8.

And don't ever rescale anything in upspring as it does some weird stuff to your normals, like scaling them down when you scale your model up. Result is less lighting the bigger you go or overbright the smaller you go.
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

Like that you mean?

Image

Isn't it a little big there

You see the size of a human

It is supposed to be the size of one of mgrex foot like this:

Image
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smoth
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Re: My unit is half under the terrain and is all black

Post by smoth »

yes, but the rail gun also needs to be straight.
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

okay thanks
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

Did I mention to export by a scale of 8? If I didn't then I'll do it now. You can model it inside of the grid and export it by a factor of 8 later, so it has the same size in upspring as in wings. You can find the export options right next to the export menu entry, the small icon to the right of it.


Scaling your model down works similar as rotating it around the center btw. Create a new cube, select all objects excluding the cube, RMB on uniform scale, then in object selection mode select the cube and right click again. You'll now use 0,0,0 as reference point to rescale all objects. It's simply easier to work inside of the grid with smaller numbers IMO.
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

Hey guys, i got a question


when i am in work mode the texture is showed everywhere


but when i check off the workmode, some faces do not show the texture

why?

See pic:

Image
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

Looks like duplicate geometry, mirroring does it when you're not careful.
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

Yes it is the duplicated legs.

How do i fix this?
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

Uhh delete the clone I guess...

When you mirror (mirror, not duplicate) an object which is in a group, other objects in the group get mirrored too. So it's possible for a left leg to end up as right leg and you wouldn't notice. Work mode renders in order of the hiarchy in the outliner, thus your early UV mapped leg is on top of your clone.
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

rattle wrote:Uhh delete the clone I guess...

When you mirror (mirror, not duplicate) an object which is in a group, other objects in the group get mirrored too. So it's possible for a left leg to end up as right leg and you wouldn't notice. Work mode renders in order of the hiarchy in the outliner, thus your early UV mapped leg is on top of your clone.
Ok thanks

but actually i separated all the pieces, took only the prblematic parts, combined them together, and probleme was solved.


Also i finished texturing, now need to be scripted. The painful part.

Image
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rattle
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Re: My unit is half under the terrain and is all black

Post by rattle »

but actually i separated all the pieces, took only the prblematic parts, combined them together, and probleme was solved.
If there's duplicate geometry then combine doesn't solve it. You should delete them.

Also, take a look at how hard and soft edges work in wings before you export your model in many small OBJs.

You'll find them in the context menu in edge mode -> Hardness. Also take a look at auto-smooth. This is important especially when you plan on using reflections/specularity but they help making out your model's shape.

Example:
Image
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

Okay i fixed all the things, and i redid the texture tell me what you think:

Image


please

also thanks for all the help
yosemite
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Re: My unit is half under the terrain and is all black

Post by yosemite »

Damn, i decided i'd take a look at the model after not touching it for 2weeks, and it was fucked up.


So i redid the work, but now the texture won't apply. So i take all the parts, i combine them, do right click > UV mapping, then there is the UV mapping window that appears.

I do "create texture", in outliner window i make it external, so now the texture is white.

I take the texture i made, paste it in the virgin texture but it won't apply it on wings 3D.

The uv mapping is the same.

Image

See, normaly the legs aren't black, and that colorful uvmap background should have been applied to the model, but it does not.


What did go wrong here?
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