Author : polygoo


Reply
Reply
 
Thread Tools Display Modes
SasoDuck's Avatar
Old (#1)
I've been following this tutorial and I'm trying to see if importing a group will work. I grouped two objects to test, set a temporary texture as the base and set up a proxy material, then copied the group and assigned the base to the original and the proxy to the copy, created a dummy and linked the base to the dummy and the proxy to the base. I tried to export the dummy and the texture, but I'm still getting the "replace me" text on my group and the textures aren't showing up in the material editor (that is, they're there, but for some reason it won't show the preview of the material in the box). When I try manually assigning the texture, it still doesn't work.
These are screen grabs of Max and CE3 (v3.3.9)



Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

ParoXum's Avatar
Old (#2)
Make sure the mtl and your max file are in the same folder. If not, do a synchronization of the material path into max from the crymaxtool panel.

Also make sure your working folders are located into the game structure.


Vincent Mayeur - Environment Artist
Offline , polycounter, 870 Posts, Join Date Feb 2009, Location Belgium  
   Reply With Quote

SasoDuck's Avatar
Old (#3)
Yeah, all that checks out. Everything is under Game>Objects>TestStatue
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

SasoDuck's Avatar
Old (#4)
The group imports fine, as a single object, but the texture for some reason won't import, it just keeps giving "replace me"...

EDIT: Ok, I'm going to try and download 3.4.0 and see if that helps. Will I have to remove 3.3.9, or will will it just replace the previous version automatically?

Last edited by SasoDuck; 04-22-2012 at 05:33 PM..
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

SasoDuck's Avatar
Old (#5)
Downloaded 3.4.0 and it seemed to import my mesh and textures correctly on a test cube, but when I tried to import a bigger model with a bunch of different objects (a chunk from my senior project), it gave me an error saying I had X number of degernerate faces. When I clicked "turn into editable mesh" it said it couldn't do that. So the mesh just flat out won't export. I looked it up and it seems like I'm supposed to delete the degenerate faces after it becomes an editable mesh, but like I said it won't even apply and editable mesh. Any ideas? This project is due in about two weeks and need to make sure I can get it in the engine before then
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

ParoXum's Avatar
Old (#6)
Degenerate faces is often the result of a not good enough model topology for the exporter. It happens when you have edges being overlayed and verts that are unwelded.

You'll want to make sure to use the 'turn' feature of the editable poly mode to make sure you don't have any double edges hidden.

There can be other reasons but those are the two main ones you'll get when model isn't clean enough.


Vincent Mayeur - Environment Artist
Offline , polycounter, 870 Posts, Join Date Feb 2009, Location Belgium  
   Reply With Quote

SasoDuck's Avatar
Old (#7)
How can I tell if there are overlaid edges or unwelded verts?
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

SasoDuck's Avatar
Old (#8)
Ok, I went into EditPoly and selected all the vertices and clicked weld, and that seemed to work- my mesh is in CryEngine successfully now.

But my materials are still a bit off- I import the material and try to apply it, but it either gives me the "Replace Me" text or makes my object invisible. Plus, the materials aren't showing up as samples in the sample slots...
Oh yeah, and my proxy is not giving a proper collision field (I can still walk straight through my object). Everything is set up right though, it's a Crytek Shader with physicalize checked and "physical proxy (no draw)" selected.

Last edited by SasoDuck; 04-23-2012 at 05:37 PM..
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

Bart's Avatar
Old (#9)
Did you apply the correct Material ID's to the faces of the object and try deleteing the mesh and then hitting ctrl-z to bring it back. Sometimes it works with the colission. However if thats not working you might have not set it up properly. Is it named correctly ? does it have a user defined "box" or "cylinder" in the object properties ?
Junior Artist - Crytek UK

www.bart-j.com
Offline , spline, 195 Posts, Join Date Dec 2010, Location Nottingham UK / Poland Szczecin Send a message via MSN to Bart  
   Reply With Quote

SasoDuck's Avatar
Old (#10)
Mat ID's are correct
I'll try the delete thing
Following the tutorial I was using, a physics proxy should be named $physics_proxy_something, which is what I did.
Do the user-defined properties have to a be a box or a cylinder? I just set the user-defined properties as "side-tubes" (I copied the actual object and applied the proxy material to that.)
Should I restrict the collision boundaries to boxes and cylinders?
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

ParoXum's Avatar
Old (#11)
The correct UDPs for proxies are these:
  • box
  • cylinder
  • capsule
  • sphere

Leave no UDP if your collision mesh is a mesh.

http://freesdk.crydev.net/display/SDKDOC3/UDP+Settings


Vincent Mayeur - Environment Artist
Offline , polycounter, 870 Posts, Join Date Feb 2009, Location Belgium  
   Reply With Quote

SasoDuck's Avatar
Old (#12)
Ok, yeah it's a mesh (like I said, I just copied the group to use as proxy), so I left it blank
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
Offline , dedicated polycounter, 1,448 Posts, Join Date Nov 2009, Location California  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch