PDA

View Full Version : OBJ import fail



bourrin33
April 10th, 2011, 03:53 AM
Hey, I was trying to make advanced lightmaps, and i had to import the BSP as an OBJ.
I think i must say that i'm on 3ds max 2010, and i'm french so i dont understand 100% of technical language.
Every single time I try to import a model, the UVWs looks screwed, like this :
https://lh4.googleusercontent.com/_Od12TDF6nm0/TaFvRVMhNmI/AAAAAAAAAkY/HXXjtkv4-vg/s640/bloodgfail.jpg

I looked at the unwrapping, and almost all the points are collapsed in the lowest left corner of the main tile.
here are my obj import settings
https://lh4.googleusercontent.com/_Od12TDF6nm0/TaFvQx4fxgI/AAAAAAAAAkU/KLj1Hk8eo-g/s512/obj%20import%20opt.jpg

How to fix this ?:gonk:

FireScythe
April 11th, 2011, 06:39 AM
If you are using Aether to output your mesh, you should be using the version located >here< (http://hce.halomaps.org/index.cfm?fid=4312). Thats the only version i'm supporting because I think I broke something in a later hotfix that might be causing your problems. If that doesn't sort our your texture coordinates then i'm not sure whats going on since i've had no other reports of UV issues since its release.

Your import options look ok, except you might want to import the normals from the file. Previous versions of 3ds MAX had the option of setting all faces to smoothing group 1 when importing but they seem to have take that out in 2010. If your normals are still dodgy select all faces and set the smoothing group to 1.

bourrin33
April 11th, 2011, 03:22 PM
I'm using this version...
I'm ok with the normals, but for the uvw it might be a coding issue with the decimal separator ( comma for usa, period for France), i already had something wrong with the comma. If the uvw export uses separator...

sanni
July 30th, 2011, 05:19 AM
Just had this problem today I solved it by switching my Windows local settings to Great Britain under System Control.

Also is there any reason why "Normals" is not ticked in the import options in this tutorial: http://wiki.modacity.net/wiki/Aether ?
Because when I don't select "Normals" some objects have flipped normals after the import.