You are not logged in.
Pages: 1
I was exported a 3D model to .obj, write this in models config
paste model in my map and i can't see 3D model not loaded
Offline
Hey there,
Try following the format of other example models so you can get a handle on how they are setup and properly loaded in the engine.
You also need to add an entry to the default_map_models.cfg file located in your config folder. Check out the existing list index for reference.
Hope that helps.
Offline
As the beginning of default_map_models.cfg says:
// Notice: This list is dynamic and will change with every release.
// Please use a dedicated map.cfg.
Do not edit default_map_models.cfg to add your own models there; this is asking for trouble (it'll break when it's updated in the release).
Instead, use a map .cfg file. You can edit it in-game by typing /notepad, then media/map/mapname.cfg in the top field (which will set the file to edit).
The line you need to add is something like mapmodel "path/to/model/directory/from/media/model/mapmodel".
Last edited by Calinou (2014-06-29 15:43:33)
Offline
3d model config file:
objload sword.obj
mdlscale 100.5
mdlcollide 1
mdlspec 100
Screenshot from editor:
screenshot from tesseract:
Offline
You should probably limit your FPS to something like 61 using /maxfps 61, I doubt you have a 220 Hz screen.
Offline
You should probably limit your FPS to something like 61 using /maxfps 61, I doubt you have a 220 Hz screen.
That is irrelevant to the issue..
Offline
Can you upload the exported model with cfg file.
Offline
Now 3D model shows, but texture is not
Archive with 3D model here:
https://yadi.sk/d/ufv6uDjradCN5
Offline
How to load multitexture?
Offline
Textures must be PNG, JPG, TGA format. Texture dimensions must be power of 2 (32,64,128,256,512,1024,etc).
For multi-texturing, you can assign textures to different meshes.
objload model.obj
objskin mesh1 texture1.png
objbumpmap mesh1 texture1_normal.png
objskin mesh2 texture2.png
objbumpmap mesh2 texture2_normal.png
Offline
DDS is supported using the <dds> tag. Here's how you use DDS:
objskin mesh1 "<dds>texture1.png"
You specify the name of the fallback texture (.png in this case) and add a <dds> tag before it.
Nieb: textures can be of any size, even non-powers of 2 or uneven numbers, although it is preferable to have power of 2 textures.
Offline
DDS is supported using the <dds> tag. Here's how you use DDS:
objskin mesh1 "<dds>texture1.png"
You specify the name of the fallback texture (.png in this case) and add a <dds> tag before it.
Nieb: textures can be of any size, even non-powers of 2 or uneven numbers, although it is preferable to have power of 2 textures.
I don't think there's any real point of being so against non power of 2 textures. Well. Besides maybe memory efficiency.
There aren't any Tesseract-capable cards that don't support them.
Offline
I think power of 2 is good because it makes things easier to work with on a "grid" which is what you are doing all the time in Tess.
Offline
Pages: 1