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Gromlok Landar

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  1. Hello Linden Labs, I did put a process credit request through about 10 minutes before the un-scheduled maintenance began. I was playing No Devil when on the 6th game after the Process Credit request was submitted on my Account Dashboard that I got the internal Server error when attempting to spend lindens, then my lindens went from a high amount to -1 which I know isn't right. I figured I'd logout and back on again and then it said logging in and that's it. Afterwards, I got a "there is a new Second Life Update" so I downloaded it and installed the latest and greatest. Not sure if any of this will help. Thanks Pat
  2. Actually Medhue that did make sense. I number my models as I'm designing them to show a progression as well as make sure if I made a really bad error, I can revert back to a previous numbered model and make adjustments there. Seems saving as an OBJ makes perfect sense. We all have our methods of course, this I will have to give it a try and experience it for myself. Thanks for ALL the information Kwakkelde and Medhue. Greatly appreciated. Kudos once again to the both of you. Terminology has always been a problem when trying to explain something. Pat
  3. Okay so here's the scoop, seems we're not fully resolved on the sides on the 3d model BUT, when I changed from checker in the sub-material to bitmap, I collapsed the stack and yes it went from 5000+ triangles to 1800 triangles roughly, this also reduced the land impact from 14 to 4 in world. When I took the script you gave me and put it in the 3d model, it still came up with 8 sides BUT once I applied the textures to the model via the various 4 main faces and then logged out, I logged back in and the textures on the faces didnt change. they remained constant. You know, I can live with this but I do want to know whats causing the double faces eventually. Is it the fact that my 3ds Max 2013 is a student version and I'm not allowed PU's as in Patch Updates because it is a student version ? We know that the FBX plug-in made a big difference and the sub-material made another difference. Oh and the error I got on the previous top of the page was only a warning and that's it. It didn't alter my 3d model design in the least. That's what the forums on several sites all say and even the 3ds Max readme says its only a warning. Changing the design from apply poly mod to mesh mod resolves this warning but the triangulates would double creating unnecessary polygons. Did any of that make sense Kwakkelde ? Pat P.S. OH WAIT. The faces are numbered correctly now for each of the faces, there's no doubling on the faces anymore. Does that mean its resolved ? The script still says it's 8 faces on the 3d model. ODD.
  4. So Medhue, when you export as OBJ file, did you collapse the stack of your modifiers on the right side where it was converted to poly or mesh and the UVW Unwrap etc included in the 3d model before exporting ? Pat
  5. So basically go back into the Material Editor, change the sub-material from checker to bitmap in the multi-sub object, export as Dae then import into the metaverse and I'll put the script that you mentioned to see how many faces the model has, it should then say 4 which should solve the problem. Regarding the diffuse, in one of my long posts above, I took a snapshot of the diffuse section in the Material Editor, I'll put the diffuse picture here to show you exactly what I did: Notice the Diffuse below Ambient, to the right it has a blue box signifying the mutli-sub object color coding then to the right of that is a letter M, I can only figure that it stands for Map, selecting that box brings up the sub-material, pic below for that: to the right of Map#4 is the Bitmap box that if clicked, brings up a long menu from bitmap to checker etc. That is where I select bitmap then it goes to my hard drive as I can browse through my textures and select one to use for that area of the Map, did I do that right atleast ? Pat
  6. Kwakkelde, now you see what I have been fighting... for so long with multi sub object in 3ds Max. oh crap, that means that the extra 4 faces on the 3d model are coming from the diffuse part, if you go back to my previous long pictured post, it shows default, map and another all in the same one. That's gotta be what's causing it, its the diffuse. You said when your turn off 1-4 which are the diffuse ones, everything is fine ? Pat
  7. Medhue, can you explain why you export it as an OBJ file and how you can see if something is wrong if your doing multi sub object please ? Pat
  8. OH here's something Kwakkelde, I took a snapshot of an error I got when I tried to export as dae file after I collapsed the stack The Texture export incompatibility is the 4 materials, I used checker instead of bitmap when I stitch and weld edges and vertices in the UV Editor. I'm going to look up that error and see what it is, I have never seen it before Pat
  9. Hey Kwakkelde, I sent you a pm back. QUOTE: "Are you sure they didn't say: "export as fbx, then convert to dae (with the stand alone tool)" ? That's what plenty of Max and Maya users do." no..no..they made it perfectly clear, export as fbx, then export as dae file with the 3ds Max application but collapse stack before exporting as fbx. I didnt notice a different between collapsing stack and not collapsing stack. QUOTE: "The .max isn't in the import menu, you can use "merge" instead. (or "replace" to update it, or even use "reference" so you can work on that piece separately" Well Well Well, merge, can't say I ever used that but now that I think of it, that does sound right to do, I'll try it. Back to designing I go. Hope to talk to you soon, lemme know what ya find, I know I'm not perfect but only perfect intentions Pat
  10. If you want Kwakkelde, I can e-mail the file to you or add you to skype and file transfer it that way. Whichever you prefer, I know some dont feel comfortable giving out their e-mail addy, atleast with Skype, you add someone, you can remove them off your friends list afterwards as well. Now the file is saved as a .max file, I'm told by other 3d modellers in the 3ds Max group in SL that its best to convert to collapse the stack, convert to FBX then export as dae file to import in worlds. If I make 10 3d models for one scene, I save each one as a separate .max file, do what I need to do to each 3d piece in each .max file then re-import them back into the scene as FBX. Here's a pic of what importer extensions are available for me: It seems .max isn't one of them. I found FBX to be close to perfect when importing into a scene minus any glitches I get. Let me collapse the stack and simply export just as .dae to see if that helps or even solves the problem. Let me know how you want the file Kwakkelde, thanks. Pat
  11. Hey Kwakkelde, It's ok, atleast I am seeing the results and its tasting really good right now. So let's start: QUOTE:"Did you check the number of sides in 3ds Max before exporting (like the picture below)? Make sure you selected all polygons of the model." Yes I have, I even took a snapshot of it below: Now in the Material Editor, When I select from one of the 4 Material ID's within the Multi-Sub Object, it goes to where I can select Diffuse So I select Diffuse and this is where it goes to So now in the bottom picture, the Material and Map are now assigned to Material ID 1 Could that be where it's doubling up on the faces ? The Material and map ? Instead of using Checker as a material, I used bitmap and used a texture on the picture below: QUOTE:"Alternatively, you could open the statistics (Just hit 7), right click the little plus in the upper left of the viewport, select "Viewport Configuration", go to the "Statistics" tab and select "Total + Selection". That way you can see if the polygons you selected by selecting by ID matches the total amount of polygons of the object." Yes the picture below shows that the polygon count matches exactly: I'm using Autodesk 3ds Max 2013 FBX Plug-in version: 2013.3 Release (197930) ( this is the one I recently downloaded that resolved issues we had discussed) That FBX File is imported into my scene, Cant use dae to import, converts the file to TRX. Pat
  12. Im wondering about something Kwakkelde, theres still 8 sides to that 3d model when there should be only 4, is it possible that somehow it doubled the amount of sides when I multi sub objected the 3d model design ? Reason why I'm inquiring is this: when I log out and log back in world, the entire carpet is red, the moment I edit the design, the gray appears in the carpet. Quite odd actually. Pat P.S. I found 3 faces that are apparently not in use in the 3d model design, I set them to 100% transparent but I can't seem to find the last face. Perhaps by setting those 4 extra faces to transparency, it could resolve the problem. Like you said, a glitch or bug. P.S 2 - Found the 4th face, set it to transparency, doesn't seem to resolve the problem, looks like I will have no choice but to go back into 3ds Max and see where the problem is by divide and conquer.
  13. Here's 4 pics I took of the interior design to show how much of a difference this made: Enjoy and Thanks a massive bunch to all who were involved. Pat
  14. The only reason why I export as FBX is I can import easier into a scene in fbx format, dae apparently causes some problems and converts the 3d model to trx into the scene. This has been an ongoing problem for about a year now Kwakkelde, I gave kudo's big time in this thread. Many Many Many thanks. Pat P.S. I'll post pictures of the design in a second.
  15. I noticed on the Autodesk website that there is a newer version of the fbx, I have downloaded it and installed the newest version and used "web update" to verify I have the latest version. Now I'm wondering about dae to see if it's up to date. Newest FBX version for 32 bit Autodesk 3ds Max is: FBX Plug-in version: 2013.3 Release (197930) I'm going to test this out again. Pat P.S. Forget about exporting .dae, didn't realize it uses the FBX plug-in. P.S 2 - With the new FBX plug-in, it shows that I still have 8 faces on the 3d model. SWEET JESUS H, IT BLOODY WELL WORKED, I exported the design as fbx then exported as dae, imported in world, began applying the textures and it worked perfectly, literally perfectly. It had nothing to do with what I did, its what I didn't do, I didnt update the fbx plug-in. Also it turns out that the land impact on my designs are lower with this fbx plug-in than the previous version I was using. OH MY GAWD. IT'S LAWL time, LOLOLOL Pat
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