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« Reply #7516 on: December 22, 2011, 01:11:42 PM » |
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« Reply #7517 on: December 22, 2011, 01:17:19 PM » |
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.......... HOW THE HELL CAN U EVEN READ THAT! DX but im guessing the V1-V11 is for like the model formats? i kno im like completely wrong on that theory
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« Reply #7518 on: December 22, 2011, 01:27:43 PM » |
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I'll help once I've done a few more of my classes. Only got passed the first one so far =/ Becoming a video game programmer takes time.
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« Reply #7519 on: December 22, 2011, 01:37:51 PM » |
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.......... HOW THE HELL CAN U EVEN READ THAT! DX
but im guessing the V1-V11 is for like the model formats? i kno im like completely wrong on that theory
Yeah, you're completely wrong. XD v0 is vertex 0, v1 is vertex 1, etc (Programmers usually start counting at 0 instead of 1) I'll help once I've done a few more of my classes. Only got passed the first one so far =/ Becoming a video game programmer takes time.
Coolio  I hope that's soon. 
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« Reply #7520 on: December 22, 2011, 01:39:25 PM » |
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I will like to know what you are talking about but a can't lol also how is going everything 
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Memorable Quotes:
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« Reply #7522 on: December 22, 2011, 02:30:25 PM » |
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Stupid Tinypic :C
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« Reply #7523 on: December 22, 2011, 02:37:00 PM » |
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I think I actually understood that  Also seeing that one side of the cube uses two triangles, I guess you also could replace it with a quad?
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #7524 on: December 22, 2011, 02:57:45 PM » |
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I think I actually understood that  Also seeing that one side of the cube uses two triangles, I guess you also could replace it with a quad? exactly  I only used the 2 triangles to demonstrate just how loose the 3D system is.
sadly though, strips and fans aren't possible in obj files... however, multi-sided polygons are possible, they're just glitchy like quadstrips
the problem is the vert order:
1 4 | | 2-3
vs
1 3 |/| 2 4
the first example renders perfectly while the second example has been known to have normal and material errors.
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« Reply #7525 on: December 22, 2011, 06:26:47 PM » |
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I have some issue with the model importer and I would like to request something:
As far as I know, the importer automatically uses the most efficient format for every value in the model, or at least most of them. This includes the UV points, which, in some case, in some model, differs from the original in a visible way.
I have my own way to avoid this, that is changing one of the UV coordinates in each UV set to a big number, so I force the importer to use float values. Then, with my UV tool I restore the changed coordinate back to normal, and everything is okay.
So, instead of asking for a workaround to see why some coordinates are wrong when written in some formats, I would ask that, if possible, we could get some 'global options' menu for brawlbox, so we can select if the model importer tries to use the most efficient format for UVs, vertices, etc, or force them to be in some specific format. I would use this to always force UVs to be float so I can edit them with my tool, and be sure that they're imported correctly.
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« Reply #7526 on: December 22, 2011, 06:32:57 PM » |
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I have some issue with the model importer and I would like to request something:
As far as I know, the importer automatically uses the most efficient format for every value in the model, or at least most of them. This includes the UV points, which, in some case, in some model, differs from the original in a visible way.
I have my own way to avoid this, that is changing one of the UV coordinates in each UV set to a big number, so I force the importer to use float values. Then, with my UV tool I restore the changed coordinate back to normal, and everything is okay.
So, instead of asking for a workaround to see why some coordinates are wrong when written in some formats, I would ask that, if possible, we could get some 'global options' menu for brawlbox, so we can select if the model importer tries to use the most efficient format for UVs, vertices, etc, or force them to be in some specific format. I would use this to always force UVs to be float so I can edit them with my tool, and be sure that they're imported correctly.
I already got you covered.  Just wait for mah boi Santa. 
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« Reply #7527 on: December 22, 2011, 06:48:54 PM » |
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I know my models, I know my C#, and I do know my C++, but I know I'm not one of the helpers. Still, I wish the best of luck to you guys.
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« Reply #7528 on: December 22, 2011, 06:49:42 PM » |
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I know my models, I know my C#, and I do know my C++, but I know I'm not one of the helpers. Still, I wish the best of luck to you guys.
he did say that any1 can help him u kno xP
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« Reply #7529 on: December 22, 2011, 07:04:04 PM » |
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I know my models, I know my C#, and I do know my C++, but I know I'm not one of the helpers. Still, I wish the best of luck to you guys.
Wut. "You guys" would be just me.  he did say that any1 can help him u kno xP
^ This. If you want to help and you know C#, then why aren't you helping me already? 
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