Page 44 of 103

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 17:20
by clem_the_geek
Ah sorry, you used the command /MaterialList to get the list ?

I stiiill have a problem : LightMap OutOfRangeU (LightMap is the only UV layer needed for the material I chose)
So I tried to reduice the dimensions and the number of colors of my texture but it doesn't work.
Does that mean that my model has too many details ?

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 17:34
by Fix
Fix wrote:Uv2 don't have to be between 0 and 1 , but they have to be positive.
OutOfRangeUV.jpg
http://forum.maniaplanet.com/viewtopic. ... 50#p137635

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 18:31
by TGYoshi
Personally I'm facing some issues with lightmaps..

See: http://i.imgur.com/9bJXhzx.jpg
I'm not sure how to make the lightmap UV layer correctly.
Current: http://i.imgur.com/Pp3I5rh.png
Scaling every UV island smaller yields the same result.
Same for copying the Material UV layer.

Is there a way to "fix" it?

(Naming the mesh _Lod0 didn't fix it)

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 19:07
by Fix
I think it's a smooth group problem here, not a lightmap problem, your mesh feels rounded. check your normals.
I think I see the edges chamfers these cause rounded normals. slice your planes just before the chamfer to flatten the normals (hard to explain).
Also, don't put your faces that close in the UV2, you will encounter artifacts in big maps.

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 19:48
by TGYoshi
The mesh is just a simple box with 12 triangles.
Recalculating normals didn't fix it. Unwrapping as cube didn't either. No UV seams didn't fix it either.

They all provide the exact same visual result.

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 19:54
by Fix
it comes from the fbx exporter then : split per-vertex normal and smoothing group (or something like that) must be ON.

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 22:26
by iyumichan
Is it correct like this?

Common:
Metal
NotCollidable (as it sounds, no collisions, good for little anoying rocks or details)
Concrete (the most used in TM)
Asphalt (the second most used in TM)
Pavement (Orginates from rally, mostly)
WetAsphalt (rally )
WetPavement (rally)
Grass (the third most used in TM)
WetGrass (rally mostly)
Ice (snow mostly or on glass objects)
Snow (snow mostly)
Glass
Sand (mostly island I think)
Dirt (another very common material)
DirtRoad
WetDirtRoad (mostly rally, some underwater of storm)
Rubber (mostly stadium)
Rock (sliding when the slope is too vertical (to avoid cliff climb hacking in storm. Side effect : the player slides on some rocks)
Stone (mostly Storm castle, adds walljump in storm)
Wood (wood structures, bridges, etc..)
Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
Trunk (trees)
ResonantMetal (the containers of desert, the tech towers of storm)
MetalTrans
Turbo
Turbo2
TurboRoulette


Storm:
Tech (blue pads = powerpath)
TechArmor (regen pads)
TechSafe (invulnerability (green pads)
TechLaser (rail weapon pads)
TechArrow (arrow weapon pads (blocks not available yet)
TechGround (floor of the new flying blocks : stamina jump)
TechWall (walls of the new flying block : bounce rockets and big wall jump)
TechHook (grappling hook spheres)
Bumper (the storm bumpers, the directional bumpers have special properties stored in the blockinfo, not in the material)
WallJump (may be non functional. stone physid is walljumpable however)
PlayerOnly (I remember someone asking for this one : will block the player but not the weapons, usefull for loopholes or for avoiding dangerous areas where the player will get stuck)
SlidingWood (storm)
OffZone (never added it in a block, I don't know how this will react)

Canyon:
SlidingRubber (Probably)

Re: Custom Objects Specifications

Posted: 26 Apr 2013, 22:52
by spaii
TGYoshi wrote:Personally I'm facing some issues with lightmaps..

See: http://i.imgur.com/9bJXhzx.jpg
I'm not sure how to make the lightmap UV layer correctly.
Current: http://i.imgur.com/Pp3I5rh.png
Scaling every UV island smaller yields the same result.
Same for copying the Material UV layer.

Is there a way to "fix" it?

(Naming the mesh _Lod0 didn't fix it)
It's not a problem of lightmaps.

In blender,
1. select your object.
2. Go to "Object Modifiers"
Image
3. Add modifier
4. Edge split
5. Default values
5. Export ;)

You could do this for all your objects.

And i agree with Fix:
Fix wrote:Also, don't put your faces that close in the UV2, you will encounter artifacts in big maps.
For this basic cube object, for lightmaps, in blender.
Go to UV Mapping (Lightmap), select all your faces, then Unwrap with "Lightmap Pack" enter 1.0 in Margin and validate.
For all other objects, it's not the same technique.


Edit : For information, i currently sort all objects from Stunters Title Pack made with blender, zip with all sources will be available after this week end ;)
And i started a tutorial with basic object for Blender, this will be available soon (i don't know when ;) )

Re: Custom Objects Specifications

Posted: 27 Apr 2013, 10:57
by TGYoshi
The object modifier did the trick indeed! Thanks a lot. :1010

Did the splitted unwrap already on a different way (but it didn't fix this specific issue). Never knew that was possible on the way you've explained tho, seems very useful.

Re: Custom Objects Specifications

Posted: 27 Apr 2013, 12:02
by iyumichan
Do it like this:

Image

Your faces are so close to each other that the shadows bleed into the other faces.