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Newcomers DBPro Corner / weird annoying lines!!!!

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G T R
19
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Joined: 26th Apr 2005
Location: Dubai, UAE
Posted: 16th Apr 2006 17:21
i know i've been asking alot of questions latly
thank you all who helped me
i really got alot of help in here!

anyway i had a new problem well its kinda old
but now it really started to annoy me

its when i load a map or a level created with
3dstudio and export it using pandas xtporter

some lines appear at some areas of the map
and they're moving fast especially when
the camera move! and here is a screenshot.....

how can i fix this??

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 16th Apr 2006 17:55 Edited at: 16th Apr 2006 17:56
That sometimes happens when you have two normals overlapping eachother, but without having access to the models or a demo so we can see whats happening its kind of hard to judge with a problem like this. Someone else might know the answer but until I see a demo/model to look at my only suggestion would be to check out the model to see if any normals are overlapping each other, perhaps perform a clean-up if 3DS has that (im pretty sure they do but they like hiding functions all over the place).

<EDIT>

Also, I doubt this will work but try adding this line of code before the main loop;



Worth a try.

G T R
19
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Joined: 26th Apr 2005
Location: Dubai, UAE
Posted: 16th Apr 2006 19:04
i tried set normalization on it didnt work!!!
any way this is a demo

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 16th Apr 2006 19:26
Well its definitely the model, I opened it up and its extremely messy, you've got like 6 normals over lapping each other on every part of the object. Ill try cleaning it up for you but in the mean time you should probably look at some modelling tutorials before you make another map, it looks like you've pretty much just made a bunch of planes and rotated them to touch each other.

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 16th Apr 2006 20:03 Edited at: 16th Apr 2006 20:05
Ok well I've been going at this for quite a bit and its getting really tiring to say the least, so Im going to stop where I am now and leave finishing off the cleaning up to you.

Just to give you an idea of how many plains were stacked on top of each other, and how messy the model is, here's a screen shot;



I had to keep selecting triangles, moving them up, making sure they were the correct outside triangled and not the inside ones with the textures, for every triangle...like 6 times

Your model is in the download, though Id highly suggest making a new model of your map after you've had some more practise with modelling (you dont make models out of a bunch of plains manually stuck together, you use extrusions and other deformers).

Ill see if I can throw together a model that is similar to your map model in the next few minutes but it wont be UV Mapped/Textured.

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G T R
19
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Joined: 26th Apr 2005
Location: Dubai, UAE
Posted: 16th Apr 2006 21:30 Edited at: 16th Apr 2006 21:31
wow!!!
all these were stacked on each other!!!!!!
well i made this one by copying edges maybe becasue of the modefier i used!

well i admit iam a newbie at using 3d studio
i made this by copying edges by pressing shift and
moving them then welding vertexes together
then used FFD 4x4x4 modefier.

thanx man iam really gratefull
G T R
19
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Joined: 26th Apr 2005
Location: Dubai, UAE
Posted: 16th Apr 2006 21:53 Edited at: 16th Apr 2006 22:10
Yessssssss it worked
but still the thing that supposed to be a water
is some kind of messy

anyway its not a big deal! by the way the fps
jumped to ~180

this time a made a plane and copied edges
before i made a box then copied the edges

thx for clearing this out for me

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 16th Apr 2006 23:27 Edited at: 16th Apr 2006 23:30
Ah I see, probably what ended up happening was you were copying the plaines, pasting like 5 of them, and then moving 1. You wouldn't have noticed you pasted so many but they still may have been created.

Just remember if you're using the model I gave you I didnt finish cleaning it up there's still a lot of normals there that have lots more overlapping them. As far as the FPS rate goes it makes sense, what should've only been maybe 200 polies would've turned out to be 1200

<EDIT>

Actually, more than 1200, I noticed you were using boxes instead of single-sided plains, this alone multiplies the amount of polies by 6, add on to that that you had like 6 of those over lapping, it would've been somewhere around 7200 polies

G T R
19
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Joined: 26th Apr 2005
Location: Dubai, UAE
Posted: 17th Apr 2006 02:18 Edited at: 17th Apr 2006 02:27
i wont fall in this mistake any more

<edit>
just one more ques
can i export the animations made using the biped plugin
to an x file using the panda xporter, other?
i tried it didnt work it!!!

and one more thing can the vertex animations or
poly animations get exported!?

i tried but didnt work!!!

iam sick of making 3d characters by drawing
every part (hand,lege,head,...) alone and animate them
after modefying the pivots!!! its just like the pain in
the a** with bad results!!!

any thing iam missing??
Heckno
20
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 17th Apr 2006 03:29
was under the impression that only the bone animations work with direct x in DBP when exported from Max...
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 17th Apr 2006 15:12
Its just depends on your exporter, I know panda has had some problems but I use Deep Exploration, no problems at all. IMO I think people should spend the money on DE, it converts a huge variety of types (not just models), you can preview your model, edit it's vertices, apply multiple textures, render, add effects, and a lot more to see how your final product will come out.

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