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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Wed Feb 24, 2010 2:04 pm Reply with quoteBack to top

helloo,
yes im still using sw1, it works for me Smile.

ok this is my problem...

i made a .3ds file with google sketchup...
then opened it in marzipan and converted to .man

now when i insert it in one of my lvls it dosnt matter if i got a texture or not..
the entire model is black.. the light has got no effects on it...

what did i do wrong?

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XTCGames



Joined: 28 May 2009
Posts: 771
Location: Massachusetts

PostPosted: Wed Feb 24, 2010 9:42 pm Reply with quoteBack to top

This happened to me too. I'm not exactly sure what happens, Marzipan is an extremely finicky program.

However, I'm pleased to hear you're using SW1. SW1.1 developers unite!

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OVERLORD



Joined: 06 Jul 2008
Posts: 1147
Location: Holy Terra

PostPosted: Thu Feb 25, 2010 8:23 am Reply with quoteBack to top

That sounds like you are suffering from inverted Facets. In a programme like Anim8or, select all the faces, then just flip them. It could be the issue.

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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Thu Feb 25, 2010 9:40 am Reply with quoteBack to top

XTCGames wrote:
This happened to me too. I'm not exactly sure what happens, Marzipan is an extremely finicky program.

However, I'm pleased to hear you're using SW1. SW1.1 developers unite!


haha thats true...
sw1.1 ftw Wink

how can i / we solve it?

im currently using google sketchup for my models..
save them as .obj or .3ds
then import the model into marzipan...
and export it as .man model...

somewhere there is where it al goes wrong.

maybe if someone could come up with a solution,(good explained tut maybe?)
then we can finaly import our own models into sw1 sw1.1

its a good program but i / we are limited now because we only got standard models...

i will try anim8or... but i doubt it if its gona work...

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Smirgel



Joined: 09 Dec 2009
Posts: 120
Location: Finland

PostPosted: Thu Feb 25, 2010 12:44 pm Reply with quoteBack to top

The problem might be with the UV map of the 3ds file.

The workflow that I used for Silent Fab:

- Save model as .obj
- Open it up with UVMapper (free version)
- Create "New UV map" from Edit / New UV map
- Save model as .obj with 'Export normals", "Export UV coordinates", "Export materials" and "Export UV mapper regions" checked.
- Open the model in Marzipan etc.
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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Thu Feb 25, 2010 1:01 pm Reply with quoteBack to top

so are you using google sketchup then?
or what program to make models with?

because every program has different options to export it..



EDIT:

ok i imported into sw1.1 and now it isnt black.. but now i got another problem....

the model is on its side :S
how do i fix that?


ill post a screenshot in a moment


EDIT 2:

Image


EDIT 3:

ok i finaly got it....
but with some models i get a little traingle connection while it isnt connected...

is this a model error or is it marzipan who adds it?

EDIT 4:
here's a screenshot of what i mean...

what is that triangle doing there???
its a square cutout there....so... wtf?

OH and what new uv should i press , Planar, box?? cuz my texture dont match with the model...

Image

and do's someone have marzipan for me?
i lost it
also maybe a gmk version of marzipan... the normal one wouldnt run on vista

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Smirgel



Joined: 09 Dec 2009
Posts: 120
Location: Finland

PostPosted: Mon Mar 01, 2010 7:19 pm Reply with quoteBack to top

That looks like a model error to me, but I could be wrong.

Which uv map you should use depends on what you want. Box works well if you only need a single texture on a boxlike model. For any precision work, I'd cut the model to pieces, uv map them separately, and combine them back in SW editor by putting the objects to correct places.

gmk version of Marzipan is here:

http://www.gamemakergames.com/?a=view&id=3494
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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Tue Mar 02, 2010 8:27 am Reply with quoteBack to top

Smirgel wrote:
That looks like a model error to me, but I could be wrong.

Which uv map you should use depends on what you want. Box works well if you only need a single texture on a boxlike model. For any precision work, I'd cut the model to pieces, uv map them separately, and combine them back in SW editor by putting the objects to correct places.

gmk version of Marzipan is here:

http://www.gamemakergames.com/?a=view&id=3494


Its no model error, well not my error anyway...
the model i created was good without that triangle in it...
then import it and i got that triangle -.-

well the model u see at the last screenshot.. that i want to UVMAP..
when i made the new uvmap (box) and i draw the texture and then apply it..

a large section is white and only a small piece of it is colored....
it looks like the uvmap is way too small ...


i want the same thing as the standard models included...

so the model with the correct uvmap....


Thanks for marzipan Wink

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Smirgel



Joined: 09 Dec 2009
Posts: 120
Location: Finland

PostPosted: Tue Mar 02, 2010 6:09 pm Reply with quoteBack to top

Hmm, my only experience is with UVMapper: after making the uv-map, you need to save the .obj file again after checking all the necessary "Export..." boxes mentioned in the previous post.

The texture should look ok already in Marzipan. Does it?
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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Wed Mar 03, 2010 8:26 am Reply with quoteBack to top

Smirgel wrote:
Hmm, my only experience is with UVMapper: after making the uv-map, you need to save the .obj file again after checking all the necessary "Export..." boxes mentioned in the previous post.

The texture should look ok already in Marzipan. Does it?


unfortunatly not.

ill upload the files...(they are uvmapped (box) and saved again as obj file)...

Download .obj file
Download .bmp texture file

But what new uvmap do you press? planar? box?
what size? etc...

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Smirgel



Joined: 09 Dec 2009
Posts: 120
Location: Finland

PostPosted: Wed Mar 03, 2010 8:50 pm Reply with quoteBack to top

Ok, I think I know what is wrong.

1.) The .obj model is huge, make it smaller, 10 times smaller, or even more.
2.) The model you provided is not centered properly. You need to center the model by two axes and then 'put it on the ground' for the third.
3.) After you have the model ready, re-make the UV map as box. Use 1024x1024 size for example.

Here's how it should look in Wings3D:

Image

Here's how it should look in Marzipan (end result after resizing, rotating the model, changing the texture and flipping the uv map vertically):

Image

Here's your model in SW1.1 (on my floor tiles):

Image

Hope this helps. You are just a few steps away from a perfect workflow!
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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Thu Mar 04, 2010 9:47 am Reply with quoteBack to top

as far for model making im using google sketchup (wings 3d isnt a great modelling program for me Wink.)

click this link.. the screenshot is to big for forum XD...(google sketchup)
http://i48.tinypic.com/2hpku4j.png


1. yeh its huge.. i just noticed that XD...
didnt look that big in marzipan though...
(i imported the obj and changed the texture, nothing else..this is how it looks in marzipan for me)


Image


2. yes i know its not centered but google sketchup exports it that way...
i already move my models in the centre , but it still isnt centred correctly.

so my only problem with this is the centre of it..


3.ok so at this point i made a google sketchup model. saved as .obj
imported in uvmapper (free), made new uvmap(box)
and then opend it in marzipan... above picture Wink
Image

and then saved the .obj again... and saved the texture map..
this is how it looks in the game...
Image


As you can see, well its huge but i can scale it Wink...but the texture seems a bit off -.-

for example the table.
you see the legs but the texture line is inset by a few..


ps. i wonder how the standard models are made...
those texture maps are great..

hope i helped you understand what im doing XD...

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Smirgel



Joined: 09 Dec 2009
Posts: 120
Location: Finland

PostPosted: Thu Mar 04, 2010 5:50 pm Reply with quoteBack to top

Yeah. I experienced similar issue with UVMapper free version. It was less of a problem because my textures were very simple.

But, at least you can get the models in now. That's an improvement.

For texturing, you could ask for more help in the Texture Creation section of the forum.
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yobsnorb



Joined: 24 Feb 2010
Posts: 101
Location: Drifting in cyberspace.

PostPosted: Thu Mar 04, 2010 8:28 pm Reply with quoteBack to top

Smirgel wrote:
Yeah. I experienced similar issue with UVMapper free version. It was less of a problem because my textures were very simple.

But, at least you can get the models in now. That's an improvement.

For texturing, you could ask for more help in the Texture Creation section of the forum.


yes thats true Wink..

for texturing.. oh.. ill find a way Wink someday XD

one more question though...
is it possible that you can send me the Sw your using?

for some weird reason if i make a game (test game) on my laptop i see all square's... instead of nice textured walls.. looks like they are missing a wall between it...

but when you shoot it its there :S

i guess i do somethign wrong.. or i got a wrong sw version XD

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