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#21 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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Hey i have question: I noticed teme9 that on your screenshot all models have similar number of polygons and vertices. Original Core Design meshes are similar. But my meshes almost always has about half more vertices than polygons, for example 300 vertex and 150 polly. Am i doing something wrong?
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#22 | ||
Archaeologist
Join Date: Sep 2007
Posts: 1,680
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After you have the textured object in its own wad and then open and save with Wadmerger the duplicate texinfos will be consolidated. However, Wadmerger rearranges all the textures and doesn't pack them as well as Blender so you end up with more than one texture page. Quote:
But don't worry. TurboPascal is still working hard on the importer for StrPix based on the assimp http://assimp.sourceforge.net/ library and reports progress for converting UV information. Assimp can import many 3D formats including 3DS. I mainly coded a separate addon for Blender since at the moment assimp cannot import the latest version of .blend files.
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Check trsearch\Tools for some of my programs Last edited by sapper; 06-12-14 at 00:27. |
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#23 |
Historian
Join Date: Jan 2014
Posts: 471
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[Mod edit: oversized gif removed]
I can't. That is a nice christmas gift for us! ![]() Last edited by Titak; 06-12-14 at 15:27. Reason: Mod edit: oversized gif removed |
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#24 | |||
Professor
Join Date: Nov 2005
Location: Finland
Posts: 3,252
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Thanks for the support!
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TRNG has a small piece of script that can make the engine accept more texture infos If I am not totally wrong ![]() Quote:
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#25 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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I can't believe this - I exported mesh to .dxf format then imported again and... it drastically decreased number of vertices, now I have similar values to polygons
![]() You wrote couple of days ago that strpix mqo importer don't merge correctly vertices together... maybe this was the problem. It didn't merged for example 3 vertices and counted it as 3 separated ![]() |
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#26 |
Archaeologist
Join Date: Sep 2007
Posts: 1,680
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In the object Menu in Metasequoia is an option to join close vertices.
The menu actually says "Join closed vertices". How did you mesh get the separate vertices?
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Check trsearch\Tools for some of my programs |
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#27 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,225
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And merging means sort of glued together to form just one vertice, instead of two or more vertices occupying the same space.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#28 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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Sapper, I am importing mesh as .mqo to Strpix and as I said, vertices are not merged, at least not all of them. But when I export again mesh to .dxf format and then import back, it gets fixed. I didn't knew about option you described, maybe this could help as well
![]() EDIT: I forgot to say that it happens only with meshes made by me from scratch. I don't use in metasequia any option to glue vertices together so maybe here is the problem, I don't know ![]() Last edited by tomb2player; 08-12-14 at 14:53. |
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#29 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,225
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![]() If you don't merge (=join) vertices in Meta, they won't be joined either when exporting/saving the object. Unless you export as dfx ofcourse. I now prefer using mqo files because you can keep the texturing intact when wanting to make small changes to an already existing object. ![]() Going oftopic by now... This new method sounds very promising. I don't know anything about Blender, so I'll have to go and learn about it. Either that or I'll switch to UV-mapping most of my objects when Meta2TR-ing my level. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#30 | |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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![]() Last edited by tomb2player; 08-12-14 at 18:18. |
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