New Upspring version (1.2)
Moderator: Moderators
Hi Zaphod, I read something strange here
http://www.okino.com/conv/exp_wave.htm
'No hierarchy information is output since the .OBJ file format has no methods to describing hierarchy; each sub-object of a hierarchy will nonetheless be exported as a unique group whose name's match the original object names in the internal database hierarchy. '
is this true ? if so how do i can uvmap a .obj kbot unit (which consists of alota hierarchy?) and upspring only support one texture per one unit ?
http://www.okino.com/conv/exp_wave.htm
'No hierarchy information is output since the .OBJ file format has no methods to describing hierarchy; each sub-object of a hierarchy will nonetheless be exported as a unique group whose name's match the original object names in the internal database hierarchy. '
is this true ? if so how do i can uvmap a .obj kbot unit (which consists of alota hierarchy?) and upspring only support one texture per one unit ?
New version: 0.9
- fixes texture name writing for S3O format.
- fixes the OBJ problem maestro was having
- uses standard windows file open/save dialogs
- polygon flip tool
- texture groups can now be saved seperately
Thanks to weaver and maestro for buttons and an icon, and for all your patience with betatesting this app.
- fixes texture name writing for S3O format.
- fixes the OBJ problem maestro was having
- uses standard windows file open/save dialogs
- polygon flip tool
- texture groups can now be saved seperately
Thanks to weaver and maestro for buttons and an icon, and for all your patience with betatesting this app.
Last edited by jcnossen on 17 Nov 2005, 02:09, edited 1 time in total.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
A problem with putting object=model.s3o in the feature tdf, is that it doesn't read the file from objects3d\ when you have specified an extension. I think you can simply put: object=objects3d\model.s3o to fix this. This will be fixed in the next spring release (And I'm not sure when this is)It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
A martian rock would be more rough and less polished looking... It doesn't look like a bad rock, but it would fit more into a map like flooded desert then it would a martian map. It looks really water rounded.Weaver wrote:It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.
Yes, I'll make the final ones rougher.SwiftSpear wrote:A martian rock would be more rough and less polished looking... It doesn't look like a bad rock, but it would fit more into a map like flooded desert then it would a martian map. It looks really water rounded.Weaver wrote:It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.

What to do with these?
I do still need rocks for my GoW portSwiftSpear wrote:A martian rock would be more rough and less polished looking... It doesn't look like a bad rock, but it would fit more into a map like flooded desert then it would a martian map. It looks really water rounded.Weaver wrote:It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.

- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
Hi, anyone had any luck with texturing features? All mine come out black, although, I have found that it applies teh second texture perfectyly fine as when i swaped the texturs (incase the black reflekance one was the black one...) I ended up with a rather neat reflection from a mirror of bark...
I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??
aGorm
I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??
aGorm
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
This problem was in another thread. Both your textures must be PNGs I belive, and you need to set transparentcy to 1 rather then 0.aGorm wrote:Hi, anyone had any luck with texturing features? All mine come out black, although, I have found that it applies teh second texture perfectyly fine as when i swaped the texturs (incase the black reflekance one was the black one...) I ended up with a rather neat reflection from a mirror of bark...
I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??
aGorm
I don't know if they HAVE to be png, but you do need a format/converter that supports that level of transparency properly. As somethting with the correct level of transparency with be almost invisible in PSP and maybe the same in other paint programs.SwiftSpear wrote:This problem was in another thread. Both your textures must be PNGs I belive, and you need to set transparentcy to 1 rather then 0.aGorm wrote:Hi, anyone had any luck with texturing features? All mine come out black, although, I have found that it applies teh second texture perfectyly fine as when i swaped the texturs (incase the black reflekance one was the black one...) I ended up with a rather neat reflection from a mirror of bark...
I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??
aGorm
It might make more sense to invert the transparency as this method is counter intuitive OR fix the engine so 0 transparency or no alpha channel will work. We have all spent days tearing our hair to find this out.