gigagooga on 23/5/2013 at 05:55
Quote Posted by R Soul
Anim8or cannot display png textures, so I think when you export, the materials in the 3ds file do not reference any textures. Try converting the textures to gif or jpg, point the materials to them, then export again.
I also tried gif with no luck, but what is that 'point materials to them'? how do i do that?
R Soul on 23/5/2013 at 10:49
Edit each material in Anim8or.
Texture > Diffuse > Load texture
Ottoj55 on 23/5/2013 at 17:14
the textures are being shown in anim8or, but like r soul said, you have to load a new diffuse texture on them. i also find it easier to have copies of the object textures in the anim80r working folder (usually c:\temp) to be sure i want them. as that you can retexture the object easily at this point.
Zontik on 24/5/2013 at 06:41
I always do the following trick: after importing the model to Anim8or I center it, then copy object, start new file and insert object. And only then I load textures and save.
If I don't do the trick, textures disappear after save and load.
gigagooga on 29/5/2013 at 14:18
I guess this might be suitable for some other thread but..
almost every time i try to convert my 3ds to bin, i get the bad polygon error. Most of times conversion succeeds if there is less than 100 polygons in object. Those wich converted successfully work like they should in DromEd.
Any hints you guys could give me about how to dodge that error?
I use wr_export_obj to create obj file and then in anim8or i simply clean up all that's left from air brush, then i add textures and export to 3ds. I also centered the object in anim8or.
R Soul on 29/5/2013 at 15:00
The exported obj is usually quite messy because of the way Dromed splits up polygons. I tend to rebuild from scratch, using the original vertices as snapping points. In Anim8or there's an 'add edges' tool ((
http://www.orbiterwiki.org/images/thumb/c/c8/Paybay_Tut004.jpg/800px-Paybay_Tut004.jpg) - next to the UV button). The textures will have to be remapped but the end result is worth it. Rebuilding ensures the mesh is relatively clean.
Ottoj55 on 29/5/2013 at 21:09
i'll go through the mesh and make sure that its merged into a single mesh, then select a point (which is a group of points) and merge them into a single point.
LarryG on 29/5/2013 at 21:30
Me, I'm lazy. After merging all into a single mesh, I just go to point mode, select all points, then merge all points, selecting an appropriate merging distance (.05 or so). Bam, done. If I picked the wrong merge distance and stuff merged which shouldn't have, undo and try again with a tighter tolerance. No muss no fuss. Then clean up by deleting whatever you don't want. But with it all merged, it's much easier!
gigagooga on 30/5/2013 at 07:11
after merging the points it still refuses to go through converter. Is there anything else i have to do after merging the points i'm not yet aware of?
fibanocci on 7/7/2013 at 10:36
I followed that tutorial. I managed to convert the worldrep to a model.
But in DromEd, the object looks white. I saw the hints for the materials in animator, but the textures won't show up in the converted model. No matter what I do.
Btw, I'm using the gif format to match animator the capabilties. 128x128 or 512x512.
I need some more informations:
Which texture-format did you use? gif? Which size? Does it matter what size I choose?
Did you choose trinangualted, portals in the wordlrep-converter?. Does it matter?
Is the .mtl that the worldrep-converter creates needed in the fam/txt16 - folder?
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O.K. It worked now. Here's the trick: One have to select file and object->your_material/texture in animator, and the texture will show up in animator and the converted object.