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Newcomers DBPro Corner / UV map a model?

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Xen0sis
20
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Joined: 20th Nov 2004
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Posted: 25th Nov 2004 18:06
I have some problems with UV mapping for my game.
When i setup UVM mapping in 3ds max to make it all look good and them export it to .x with the Quest3d directx exporter and add it to the game something goes wrong all the textures are urgly and streched..

Perhaps am using a wrong code to add the model?
load Object "uv/uvmap4.X",6
loop object 6

position object 6,2000,Get Ground Height(1,5000,5500),4500


Here is a 3DS Max render:
http://upit.dk/u/uv_3dsmax.jpg

And a screenshot from the game:
http://upit.dk/u/uv_game.jpg

How do i make the textures look good?
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 25th Nov 2004 20:12
Make sure the texture sizes are power of 2, disable mipmapping on the object, and use .dds textures. This will make it look like that. But the performance drop will be significant.

Xen0sis
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Joined: 20th Nov 2004
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Posted: 26th Nov 2004 03:22
mipmapping?? Can't find anything called mipmapping in 3ds max..

How do i convert it to .dds textures?
Clackersmith
21
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Posted: 27th Nov 2004 01:46 Edited at: 27th Nov 2004 01:51
You should be able to get a .dds pluging for MAX (Not to sure havent used max much) If not there are plugings out there for photoshop and pritty much any other high end image editing software.

And just to let you know the basics on what mipmapping is. If mipmapping is enabled in your game darkbasic will take all textures and make smaller and smaller versions of them so that when you are standing away from a texture the smaler images are displayed but when you get up close the biger ones are diplayed. I think .dds textures have the ability to have there own mipmapping generated on the image with out useing darkbasic.

Do a bit or reserch in to what mip mapping is and how it is best uesed and also look in to .dds textures. But anyway If you ask me I think that your problem lies with the exported not exporting the models uv map right. but im not sure like i sead i dont have much knolage of MAX and it plugins. Try importing your object in to another program after it has been exported from MAX see if the problem is still there if it is then it is probly the exporter if not then it might be darkbasic.

But to tell you the truth im not seeing anything do dramaticly wrong with the image you have. Mabye if I could see a image of what it looks like in max befor you bring it in to darkbasic then I might be able to get a better idear as to what the problem is.
dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 27th Nov 2004 01:54
i dont think the model looks stretched so much, but it looks like in the render you used alot of features which arent feasable for dbp ingame models and are only suitable in a render, as renders arent designed to run at 60fps+ so you cant expect them t look half as good


StOrM3
21
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Joined: 24th Sep 2003
Location: Cyberspace
Posted: 27th Nov 2004 05:35
Yea, really I don't see anything wrong with the in game shot, except for the sphere mapping texture, and I think this mostly has to do with lighting, and distance, this kind of stuff. Also, remember if your using some special rendering stuff in 3dsmax this won't be available in dbpro, unless you have a shader made to handle it and load the shader in dbpro.

Hope this helps.. but yea, look into mip mapping, and using dds textures.

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Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 27th Nov 2004 12:04
If the model uses just one texture you can disable mipmapping with the texture object command (the last flag to 0 I believe) but .dds will make it look wicked nice and you will loose some performance. You can use DBP to convert them over.

load image "test.bmp", 1,1
save image "test.dds", 1

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