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3 Dimensional Chat / How to work around object's meshes not loading properly.

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Moggie100
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Posted: 1st Jan 2004 02:54
(If this should go in bug reports, I apologise in advance.)

This is a very obscure problem. So let me explain...

I've been getting the following problem intermittently since patch 4, and so far, I have been unable to determine the cause.
However, I have managed to come up with a simple workaround for it.

The problem is this, when attempting to load a '.x' object (in this case, a low poly sniper rifle) the mesh of the object on certain polygons seemed to be pulled towards the posative end of the object's Z axis, as show below:


The simple workaround is this, load the object as a mesh, then create an object using the mesh, ie:



(I have used image 1 in this example, but this can be replaced with the objects texture, thus saving you from typing out 'texture object')

This will, using the same object as before, be shown as below:


Although I know this happens with '.x' objects, I do not know if it happens with other object formats, since i use '.x' 99% of the time.
Please tell me if this happens on other object formats.
james1980
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Posted: 1st Jan 2004 03:57 Edited at: 1st Jan 2004 03:58
are your normals faceing the right way?
because that might be it.
indi
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Location: Earth, Brisbane, Australia
Posted: 1st Jan 2004 05:56
what patch are you on now moggie?.
what did you export the model from?,milkshape?.
what settings and exporter did you use?.
I havent experienced that problem yet so im curious.
Moggie100
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Posted: 3rd Jan 2004 02:24 Edited at: 3rd Jan 2004 02:31
Sorry about the delay, I was hosing a LAN party... ANYWAY...

@ james1980

If the normals were wrong, then loading it as a mesh would have the same effect as loading it as an object surely... but you might be right...

@ indi

vers: 5.2 (latest)
The model is from 'Doga_CGI' from the DBC utility CD
The exporter was Doga_CGI's built in one.

This problem happens with objects exported from TrueSpace sometimes as well. Even downloaded objects in say... Bryce sometimes will not display correctly unless you use the method described above.

As I said before, this is a very obscure problem, if it helps i can upload the object shown in the images above, so you can have a look on your system - e-mail me if you wish me to do this.
zircher
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Posted: 3rd Jan 2004 03:10 Edited at: 3rd Jan 2004 03:12
Patch 5.2 has a VERY nasty bug in the .X parser that hates quads. Either start triangulating your models or roll back to 5.1. DoGA and Metasequoia models are very suseptible (sp?) to this glitch.

See the the other 5.2 discussion thread in the DBP section for more info.
--
TAZ (neighborhood DoGA guru)
james1980
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Posted: 3rd Jan 2004 05:40
i said the normals because it happend to me before and when i fixed them it worked fine....but who knows
zircher
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Posted: 3rd Jan 2004 11:54
I know. Been there, done that with this bug. While normals can lead to screwy results, notice how part of the quad polys 'implode' to a single coordinate? This is a case where the new parser in 5.2 is dropping the last vert in the quad poly and DirectX defaults to the first vert in the list to make up for it.

In DoGA CGA, some versions have an export as triangles option. That will help to avoid this problem.
--
TAZ
Moggie100
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Posted: 9th Jan 2004 03:54
Sorry about the delay in replying, I haven't been able to connect for a week...

@ zircher
Hmm... it seems odd then that the DB team have only changed something that effects the 'load object' command... whereas the 'load mesh' command seems fine... how odd...
zircher
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Posted: 9th Jan 2004 07:27 Edited at: 9th Jan 2004 07:28
In 5.2 they rewrote the .X parser which is why those models are impacted and others are not. The problem have been identified and will be/should be fixed in the release.
--
TAZ

Moggie100
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Posted: 13th Jan 2004 02:26
Ok, thanks for the replys people.

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