Author Topic: Texture problem (and our first screenshot)  (Read 4884 times)

afisicos

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Texture problem (and our first screenshot)
« on: 15 June 2006, 22:12:22 »
We are really confused about this, sometimes some of the objects textures looks white. Why? The texture isn´t white... We fixed one of those problems rotating a little bit the object, but.... Why does it happends?

There is an image as an example: (look at the rock's top)

http://http://img111.imageshack.us/img111/1377/screen29jh.jpg
« Last Edit: 1 January 1970, 00:00:00 by afisicos »

HomerJ

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« Reply #1 on: 16 June 2006, 01:22:27 »
Looks kind of creepy... I like it!
Keep up the good work!
« Last Edit: 1 January 1970, 00:00:00 by HomerJ »

VIN100

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« Reply #2 on: 16 June 2006, 03:50:53 »
Does your texture have a bit of transparency?  Check your TGA file to be sure that there's no Alpha layer.

White is the default color of a plain mesh (a mesh without transparency or color). Thus, I think that if the texture is badly mapped on the mesh, the "background" of the mesh (here, white) will be show. So, also check your UV mapping of the texture on the model to be sure that no vextex lack UV mapping.

It's juste some suggestions, maybe it is a bug of course ;)
« Last Edit: 1 January 1970, 00:00:00 by VIN100 »

tucho

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« Reply #3 on: 16 June 2006, 11:42:10 »
revisa que los ve-rtices del extremo de la roca este-n realmente soldados (que sea uno solo), en algunas tarjetas Nvidia pasa esto cuando hay vertices sin soldar en el mismo punto.

Por cierto tiene buena pinta la captura, aunque no se yo si en Marte habra- muchos arboles :)
« Last Edit: 1 January 1970, 00:00:00 by tucho »

Enigma

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« Reply #4 on: 16 June 2006, 13:01:34 »
very nice style ^^
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

afisicos

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« Reply #5 on: 16 June 2006, 14:40:06 »
Los ve-rtices creo que esta-n unidos. De todos modos ya lo revisre-.

Lo de los a-rboles, precisamente son lo que estamos cambiando por las piedras estas rojizas.

Lo siguiente sera- poner algu-n edificio ma-s en el juego, ya que tenemos varios modeladps.

Gracias por los consejos.

Saludos
« Last Edit: 1 January 1970, 00:00:00 by afisicos »

martiño

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Re: Texture problem (and our first screenshot)
« Reply #6 on: 16 June 2006, 18:54:11 »
Quote from: "afisicos"
We are really confused about this, sometimes some of the objects textures looks white. Why? The texture isn´t white... We fixed one of those problems rotating a little bit the object, but.... Why does it happends?

There is an image as an example: (look at the rock's top)

http://http://img111.imageshack.us/img111/1377/screen29jh.jpg


This is as Tucho said a lighting problem, it will only hapen in some cards, and it's caused because of a triangle having two vertices in the same place. The export plugin will not be able to generate a normal for this triangle and the lighting will go wrong. To spot this kind of problems you can use the 3D viewer, where you can see the normals, every vertex must have a normal of lenght 1.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

afisicos

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« Reply #7 on: 17 June 2006, 00:56:05 »
Thanks Tucho and Martinho, I had seen the normal that have a little length.
Now we had been modeling 10 new rocks without break vertex.
And soon you can see a new screenshot of Mars Squadron.
« Last Edit: 1 January 1970, 00:00:00 by afisicos »

afisicos

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« Reply #8 on: 17 June 2006, 00:57:12 »
And thanks, VIN100
« Last Edit: 1 January 1970, 00:00:00 by afisicos »

 

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