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PostPosted: Fri Feb 22, 2008 3:07 am 
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Joined: Thu Feb 21, 2008 3:22 pm
Posts: 13
Location: Brazil
hi there

i've been trying to put some models in-game.

they did show up, but i'm having some problems..

some faces don't show up, other ones get inverted

here the model should appear (i guess)5 times, but there are only 3 (and a half)
Image



here there are 3 instead of 5, again
Image


i'm using 3dsmax 2008 with ogremax exporter 1.6 (for ogre 1.4.6)


models looks fine on LexiView

this is the material
Code:
material Will_board
{
   technique
   {
      pass
      {
         cull_hardware none
         cull_software none
         ambient 1 1 1
         diffuse 1 1 1


         texture_unit
         {
            texture Will_board.png
         }
      }
   }
}







btw.. why cant i access my original acc "Willian_II" ? O.o


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PostPosted: Fri Feb 22, 2008 8:35 am 
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Joined: Tue Apr 18, 2006 10:28 pm
Posts: 823
Location: Munich, Bavaria, Germany
hi there !

thanks for working on models =)
i'm not quite sure, but we recently fixed a bug in the geometry batching that might cause this, but there's no win binary with the fix in it i think.

@sience, could you compile a new binary please ?
maybe that fixes the problem.


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PostPosted: Fri Feb 22, 2008 3:44 pm 
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Joined: Thu Feb 21, 2008 3:22 pm
Posts: 13
Location: Brazil
another strange thing...

models seen to interfere with each other..

these signs..
Image

Image

they work(with missing faces, but work) if i use them alone, but if i place both..

Image



and why are my models.. ahn.. reflecting?
Image


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PostPosted: Fri Feb 22, 2008 4:35 pm 
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Joined: Mon Aug 09, 2004 12:20 pm
Posts: 1431
Sorry but i'm a bit busy this week .I'm searching a new flat.

I'm building a new unstable executable for you now and i hope this fixes the missing faces.

The signs in picture 1 and 2 are fallback billboards of the art.mul file. Normally, they are enabled for all dynamics that don't have a *.mesh.

You can disable them, the same way we disabled fallback billboards for statics.


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PostPosted: Fri Feb 22, 2008 4:52 pm 
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Joined: Thu Feb 21, 2008 3:22 pm
Posts: 13
Location: Brazil
thanks :D

but what i meant about the signs is that when i put both *.mesh files in the folder the meshes seen to interfere with each other
(in the picture with both models only 2 faces of the upper one appear)

the models shouldn't look the same? they are the same, i did just rotate one of them 90° :?


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PostPosted: Sat Feb 23, 2008 10:37 am 
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Ah ok. Yes this is a bug in Iris / or Ogre. We are still searching this Bug. This Bug only appears with new Model meshes.
Currently we don't know why but it's an Fastbatch problem.

If you disable the new Fastbatch rendering, you don't have this problems (see config.lua please).


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PostPosted: Sat Feb 23, 2008 5:09 pm 
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Posts: 13
Location: Brazil
thanks =DD
it worked :D
Image


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PostPosted: Sat Feb 23, 2008 5:20 pm 
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cool =D


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PostPosted: Sat Feb 23, 2008 7:26 pm 
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Joined: Thu Feb 21, 2008 3:22 pm
Posts: 13
Location: Brazil
so.. can i keep doing stuff?
you want it?
how do i send you?

i'm using a big 512x512 png file with all my textures.. any problem? =P

Image


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PostPosted: Sun Feb 24, 2008 2:40 am 
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Location: Munich, Bavaria, Germany
sure, we really need models and appreciate your help greatly =)

to send models to us, please use this form :
http://ghoulsblade.schattenkind.net/iris/upload.php (also linked at the bottom of the http://iris2.de mainpage, as "contribution upload")


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PostPosted: Sun Feb 24, 2008 6:23 am 
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Joined: Thu Feb 21, 2008 3:22 pm
Posts: 13
Location: Brazil
i've done some skulls..
Image

but.. they got 600 faces each tile
Image

i can reduce face count to 409 faces without losing much detail..
Image

less than 400 the models get kinda weird

how many faces shall i use? (the 600 one didn't seen to affect my fps)


btw.. in trying to use mostly existing textures, as i'm not good in making my owns :)


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PostPosted: Sun Feb 24, 2008 11:37 am 
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Posts: 1431
hi,

very nice work so far :-). I'm a bit busy this weekend because i'm in berlin.
But i'm watching this thread carefully.

I wrote down some notes about facecount aso.:

http://www.iris2.de/index.php/Art#Statics

400 Faces should be ok for the skulls. A high Polycount doesn't slow down the fps that much. More carefully you have to look at the textures.

Currently we are using a small tool, to create a Texture Atlas (models/atlas) out of our small Textures in our models/texture folder.

It is useful to put as many textures you can get, into one big texture 512x512 or 1024x1024.

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PostPosted: Sun Feb 24, 2008 12:15 pm 
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yes, looks great :)

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PostPosted: Sun Feb 24, 2008 1:17 pm 
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Joined: Sun Jan 13, 2008 3:22 pm
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Location: Berlin
faces = triangles ?

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PostPosted: Sun Feb 24, 2008 4:32 pm 
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in general yes, sometimes a face could consists of 4 points, but i think we use triangles not quads most time (but i never checked the format the ogre exporter generates)

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