Author Topic: lithunwrap and smooth  (Read 3366 times)

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Offline KARMA

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hi, i have this problem:
i have done my models and have already uvmapped the fighter with lithunwrap, i exported the bitmap of the uvspaces and saved the model both as *.lum(lith's format) for backup and as *.cob
i used *.lum for all the intermediate saves assuming its the best saving format since it's the one of lith's itselfes.
Now i'm testing some textures in truespace, but i have a big problem: i can't change the smooth/facet/autofacet option.
The original model already was smoothed before importing it on lithunwrap, but the new *.cob is faceted.
the point is that i can change the truespace icon for shading, setting it on smooth, but it has no effect when i apply the texture, it remains faceted.
and since its a tie (ta) it sucks.
i know that lith works with ts1 *.cob format, maybe it is something involved with this? but working with ts5 shouldn't the cob  being converted?
help plz

 

Offline Aeon

  • 22
There's a couple ways to get a smooth object from Lith into TS5:
1. Export as OBJ and import that into TS5.
2. Export as COB, import into TS5, and do a Weld Vertices.

Exporting files such as 3DS, X, and COB, from Lith causes the
vertices to become 'unwelded'.  This is why your object is not
smooth.  Changing the material properties such as auto-facet
or whatever will not help.  The problem is with your vertices,
not the materials.

OBJ files don't have this problem, so no welding is needed.
Which is why Lith recommends exporting to OBJ for the best
compatibility when converting formats to and from Lith.

 

Offline KARMA

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the problem with obj is that it seems to doesn't save hieracy, so i have shapes inside other shapes once in truespace, and i didn't saw how to separate the lods.
i can try to map the lods separately but this will mean to redo the mapping since the precedent umap will not be imported on a model with a different number of vertices(and it would be diffiult for me to have "compatible" maps for all the lods).

about the second way, the one with .cob
what command you mean exactly with Weld Vertices? i mean...there is a command that sounds like that but it "unify" different vertices....you mean that one? should i select all the vertices and then launch this command (wouldn't it mess geometry?)

btw...
VERY thanks.....you saved my life...if it's that

 

Offline Aeon

  • 22
From the trueSpace5.1 Help files:

 
Quote
Selection and Polygon Edit
Face and Vertices Manipulation

Weld Vertices

The Weld Vertices tool fuses all selected vertices into one point.
All edges that connect those vertices are also joined to this point.

Hmmm... it says all vertices into one point.

Don't know if this should work that way I thought.  What you
want is a type of welding that only welds nearby vertices,
not all of them to one point.

Well, there is only one way to find out...  

Too bad you can't use OBJ.  This is so much
simpler.

[This message has been edited by Aeon (edited 02-08-2002).]

 

Offline KARMA

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i tried weld vertices but it doesn't work
i'll try to delete from lithunwrap from the already mapped model one polygroup after another, to save the single lods as obj, then i'll reopen all of them in truespace, apply the textures and put them in the correct hieracy, i hope this will work
i've already noticed btw that the obj files are not "corrupted" and works good about the smooth shading
thx for help again

 

Offline KARMA

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thats fine, i can save in .obj or .lwo and have the smooth shading options working, the problem is that if i open directly in truespace those formats....it doesn't import the the uv mapping!!!!!!
damn!!
lithunwrap sounds useful as tool but instead of reducing the amount of work it is giving me more and more problems....i'm getting really pissed now

 

Offline Aeon

  • 22
Use something else then...

There is no one app, one step solution, so you have to accept it or
cash out for a real program.

 

Offline KARMA

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what are the alternatives to lithunwrap actually?
btw i would surely accept it...when it was possible for me to obtain something, no matter how difficult it was..
thx for the help you gave me anyway

 

Offline Aeon

  • 22
You mean file conversion programs?

3D Exploration converts many file formats, OBJ to COB, etc...

Anything that has to do with welding and unwelding of vertices probably
has to be done within a 3D modeller.  

I can't believe you cannot find a way to weld/join nearby vertices in
an expensive package like TrueSpace 5.1.  There has to be a way...

This is such a basic tool that every modeller should be able to do...


[This message has been edited by Aeon (edited 02-09-2002).]

 

Offline KARMA

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there isn't (as far as i know) something that weld automatically nearby vertices in ts5, but you can select manually the vertices and then weld em...
as result sometimes you delete all the welded vertices, some other times the faces covered by those vertices remains unsmoothable... btw it would be too long to select manually the vertices (whenever it was working)
if you select all the vertices and then weld em...you obtain just...a point

 

Offline an0n

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Why not just collapse a sphere mesh around the screwed up model. It'll squish into the shape of the screwed model and will be all nice and welded. Can TS collapse meshes to another meshes surface?

Or have I mis-understood the problem?

[This message has been edited by an0n (edited 02-09-2002).]
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Offline Aeon

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For me, I don't care if my model is flat or smooth.

But if TS5 does not offer a way to weld vertices like Lightwave or
3dsmax, then perhaps there is a way to do it in a TS5 plugin.

Either find one, or get someone to write it for you.  

 

Offline KARMA

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personally i really need to have some parts of my fighter smooth:
 
the main hull of this tie is far better smoothed...
i think the best way should be, at this point, to use one of the two known 3d converter to make a cob out of the*.obj, since truespace doesn't import (in my case at least) the uvmapping...but i'm too lazy for that   i model directly in truespace just to avoid all the converting stuff  
btw i'll look for some solutions either in truespace directly or using other programs, but for the moment i'll continue to texture in the old way  
cya



[This message has been edited by KARMA (edited 02-10-2002).]

 

Offline LtNarol

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tie advanced?

------------------
158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/

 

Offline Bobboau

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in lith save as a 3ds, is retains the UVspace the only problem is it makes it all one material, so if you're model has more than one material you will have to reaply one of them.

------------------
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Offline aldo_14

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Just download the latest version of Kazans' PCS, because IIRC that autmoatically smooths the model... annoying sometimes, but helpful in your case.

Also, smoothing in TS is a texture map property.  Reapply the textures - on the little materials display box, there's a small icon of an orange circle (or something) - select that and change it to what looks like a plastercine blob.  

 

Offline KARMA

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Quote
Originally posted by aldo_14:
Just download the latest version of Kazans' PCS, because IIRC that autmoatically smooths the model... annoying sometimes, but helpful in your case.

i didn't know...cool, i'll try immediatly!!
about reapplyng materials, instead, the prolem is that i reapply them as smoothed, but the model continue to appear as faceted, althought if you use "inspect" it says  smoothed.
about the 3ds format, if i remember well (but i will check), lith triangulize the model before saving in any that isn't obj, lwo or cob, and this could be a problem, since model is not triangulized (yes, i can remove triangulization with truespace using booleans, but it often mess all the uvmapping i noticed)

and thx for the help guys


[This message has been edited by KARMA (edited 02-11-2002).]

 

Offline KARMA

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it seems you were right aldo, i got my fighter smoothed from pcs....
i love you !!!!!