reset xform bites again
on 11-27-2008 12:59 PM
Something interesting was happening to my craptacular low poly meshes with equally craptacular low res textures I'm trying to tile on them.
I have a very simple rock outcropping mesh, and I exported it with a planar uvw mapping tiled x amount of times.
The model was brought from .x into our inhouse 3d format and displays the tiled texture just fine. But when we loaded the model into the game engine on device, the textures don't display properly anymore... in fact... we're not even sure what part of the texture it's displaying, but it looks extremely zoomed in on like a square of 10x10 pixels.
One of the developers opened up the .x file and mentioned the texture coordinates were not unit vectors (and perhaps the vertex coordinates as well) of numbers less than or equal to 1.
So if that's the case, is this one of those crazy things reset xforms fixes?
I created a box, edit poly, and attached the mesh in question, deleted the box (reseting xforms essentially) and rexported... and compared the numbers myself and looks like the numbers have magically become the delicious unit vectors that the devs are seeking.
edit... okay that didn't seem to work either, I'm at a loss to what could be effecting this, if it is at all a mesh problem or if it's an engine problem. I've tried both planar and box uvw mapping and neither seemed to work, and dev wants to tile a texture on the mesh, rather than having an unwrap... they want to scale the meshes and not have pixelation issues with the textures.
the textures display fine in max and our python editing tools. The game engine is java, and the only one of the 3 having issues with these objects.
Last edited by sir-knight; 11-27-2008 at 01:43 PM..