UV-Map / Texture error...

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Florenzius
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UV-Map / Texture error...

Post by Florenzius »

Hi there,

Today I imported some island-objects to blender, resized them, gave them textures and created lightmap and basematerial. And there wasn't any error in CA. But when i test it ingame, it looks like this:

https://www.dropbox.com/s/ynb9ss7e2bacv ... 2.png?dl=0

I don't know what to do... it's frustrating.

Can anyone help me?
Thanks :thx:

If youw ant, i can give you the fbx-file
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Re: UV-Map / Texture error...

Post by Electron »

Compare everything with a similar item project that works. Also look for typos.
If you still don't find any mistakes, start with a basic cube object and than do the same with your new model.
Last edited by Electron on 06 Mar 2016, 15:33, edited 2 times in total.
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Re: UV-Map / Texture error...

Post by Florenzius »

It's okay now, but i have this shadow-calculation-error...

https://www.dropbox.com/s/1f7whjxq12xdr ... 9.png?dl=0

I created a normal lightmappack and it works everytime except now
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Re: UV-Map / Texture error...

Post by adamkooo2 »

Electron wrote:Compare everything with a similar item project that works. Also look for typos.
If you still don't find any mistakes, start with a basic cube object and than do the same with your new model.
I have same problem too :/

maybe I know the reason why the problem is.

problem is in texture(s)
don't use DXT5. Use X8D8... instead ;)
/\rkady
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Re: UV-Map / Texture error...

Post by Florenzius »

Thanks, but in PaintNET isn't X8D8
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Re: UV-Map / Texture error...

Post by Electron »

ManiaDesign wrote:It's okay now, but i have this shadow-calculation-error...

https://www.dropbox.com/s/1f7whjxq12xdr ... 9.png?dl=0

I created a normal lightmappack and it works everytime except now
Looks like there are overlapping surfaces in the UV map.
What do you mean with lightmappack?

I don't see a specular and normal map on your item. Don't forget to add them after solving your problem.
adamkooo2 wrote:problem is in texture(s)
don't use DXT5. Use X8D8... instead ;)
There is no X8D8 FourCC defined. You should use TGA as source and let the NadeoImporter convert the images automatically to the proper DDS files. Take care that your DDS files are backward compatible with DirectX9.
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Re: UV-Map / Texture error...

Post by Florenzius »

Electron wrote:
ManiaDesign wrote:It's okay now, but i have this shadow-calculation-error...

https://www.dropbox.com/s/1f7whjxq12xdr ... 9.png?dl=0

I created a normal lightmappack and it works everytime except now
Looks like there are overlapping surfaces in the UV map.
What do you mean with lightmappack?

I don't see a specular and normal map on your item. Don't forget to add them after solving your problem.
adamkooo2 wrote:problem is in texture(s)
don't use DXT5. Use X8D8... instead ;)
There is no X8D8 FourCC defined. You should use TGA as source and let the NadeoImporter convert the images automatically to the proper DDS files. Take care that your DDS files are backward compatible with DirectX9.
How to create specular and normal maps?
I saved and exported them as tga now, but as far as i know, the _n and _s files are only at dds-files, or?
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Re: UV-Map / Texture error...

Post by Electron »

ManiaDesign wrote:How to create specular and normal maps?
Using the following Website you can learn live what normal and specular maps are and how they effect the display of objects:
http://cpetry.github.io/NormalMap-Online/

There are many tutorials out there explaining the creation of normal and specular maps.
ManiaPlanet specifics are described here for mods but is also worth knowing for item textures:
S: viewtopic.php?f=321&t=29721
N: viewtopic.php?f=321&t=27868
I saved and exported them as tga now, but as far as i know, the _n and _s files are only at dds-files, or?
Based on the file name the NadeoImporter convert all TGA images automatically to the proper DDS file formats while creating the Items.
You can control the DDS file creation with the Textures element inside the MeshParams.xml. Here an example:

Code: Select all

<Textures HqDds="true" MaxSize="2048"/>
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