macklebee Posted November 5, 2010 Posted November 5, 2010 i thought you said it worked for you with the fixed model i provided? or are you saying it doesnt work for you now that you edited the OBJ file? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
SpiderPig Posted November 5, 2010 Author Posted November 5, 2010 Yeah, your model did. But I did the exact same thing to mine and it didn't. I tried a cube exported from blender with the same materials and through the same process and yet nothing again....no idea...maybe my programs are in need of updateing or somthing. I have UU3D v3.0 and blender 249.2 and leadwerks 2.4. Quote
macklebee Posted November 5, 2010 Posted November 5, 2010 i think its probably that you are missing something in uu3d... send me the OBJ file you edited and i will take a look at it Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
macklebee Posted November 5, 2010 Posted November 5, 2010 i converted what you sent to me and it worked fine... are you forgetting some export options? like maybe export multiple UV's? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
SpiderPig Posted November 5, 2010 Author Posted November 5, 2010 GOT IT!! I was exporting from UU3D to .obj and converting it via the objtogfm.exe because the .gmf plugin in UU3D hadn't worked in the past and I'd forgoten about it! All is good now, thanks very much for your help macklebee. Quote
macklebee Posted November 5, 2010 Posted November 5, 2010 yes, uu3d has always worked great for me... the only complaint that i have ever had with uu3d is the fact that the conversion to gmf will combine the mesh heirarchy to one mesh... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
SpiderPig Posted November 5, 2010 Author Posted November 5, 2010 Yes, It'd be nice if they fixed that. I could make use of it... Quote
SpiderPig Posted November 5, 2010 Author Posted November 5, 2010 I think this still comes under the same topic: How do I render lights and shadows to the ComputerBuffer? I tried this code but I get no change at all; TBuffer currentb=CurrentBuffer(); TWorld currentw=CurrentWorld(); SetWorld(ComputerWorld); RotateEntity(cube,Vec3(0,EntityRotation(cube).Y+=1,0)); UpdateWorld(AppSpeed()); SetBuffer(ComputerBuffer); RenderWorld(); SetBuffer(ComputerLightBuffer); RenderLights(ComputerBuffer); ComputerTexture=GetColorBuffer(ComputerBuffer); SetMaterialTexture(mat1,ComputerTexture,0); SetBuffer(currentb); SetWorld(currentw); I've created a directional light after the creation of the ComputerWorld and ComputerLightBuffer is exaclty the same as ComputerBuffer. What am I doing wrong? EDIT: Figured it out. I have to get the color from the light buffer instead of the geometry buffer... TBuffer currentb=CurrentBuffer(); TWorld currentw=CurrentWorld(); SetWorld(ComputerWorld); RotateEntity(cube,Vec3(0,EntityRotation(cube).Y+=1,0)); UpdateWorld(AppSpeed()); SetBuffer(ComputerBuffer); RenderWorld(); SetBuffer(ComputerLightBuffer); RenderLights(ComputerBuffer); ComputerTexture=GetColorBuffer(ComputerLightBuffer); SetMaterialTexture(mat1,ComputerTexture,0); SetBuffer(currentb); SetWorld(currentw); Quote
SpiderPig Posted November 6, 2010 Author Posted November 6, 2010 Tried it in C++ but it gave me a weird result by rendering it to the same buffer it was getting its data from.... Quote
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