[dev issue] Dysfunctional kart's export

[dev issue] Dysfunctional kart's export

Postby jymis » 01 Mar 2016, 19:19

Yop !

I try to test a kart that i'm working on. A kart for an existing character.
I use a checker map as texture, because i didn't created any for the moment and i think to have seen a few months ago samuncle saying that blender's materials aren't supported anymore.
Unfortunately, only white wheels appear ingame.

At export i only obtain that message
[('WARNING', 'Warning - 1 nitro emitter specified. Only 2 are allowed'), ('INFO', 'Export completed on 2016-03-01 19:03')]

I've tried removing armature modifier and ignore the armature at export, nothing changed.

I've updated blender's plugins. I'm still working with Blender 2.71.

Moreover, i've found a b3dz file in some karts folder, but i wonder what is it because my exporter doesn't generate one.
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Re: [dev issue] Dysfunctional kart's export

Postby XGhost » 01 Mar 2016, 20:04

Hi jymis
It would help a lot if you provide your blender file and the textures here.
The error message from the exporter shouldn't affect the way your karts are rendered ingame. Make sure that STK finds your textures (check stdout.log).
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Re: [dev issue] Dysfunctional kart's export

Postby jymis » 01 Mar 2016, 20:24

What sdout says :
[warn ] EventHandler: Error while loading kart 'Wilber':
[warn ] Irrlicht: Could not open file of texture: checker.png

Image

edit : I'm working on a windows 7 at the moment.
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wilber.7z
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Re: [dev issue] Dysfunctional kart's export

Postby XGhost » 01 Mar 2016, 22:26

Hello again
I took a look at your problem:
{l Code}: {l Select All Code}
[warn ] Irrlicht: Could not open file of texture: checker.png

As I expected, STK doesn't find your textures. You have to copy the texture file (checker.png) into your kart directory. I first thought this would solve the problem... but:
Image
You notice the graphical errors in the background. There's still something wrong. (Another funny image here)

So I checked your mesh:
  • Faces seems good and well done
  • No doubles (which is good)
  • Proper calculated normals
  • UV ok too

Two things to correct:
  1. Apply Object Transform: The transformation values should always be reset to standard values befor exporting. Otherwise STK could misinterpret the scale, rotation or location of your object.
  2. Only use one UV map:Unfortunately, STK cannot handle more than one applied UV map. For texturing you're forced to use only one UV map for every object. This is what caused this graphical glitch / vanishing of your model.
    Note: In the image, I also deleted your Vertex color layer since you haven't used it anyway. But it is not mandatory of course.
Image Apply Object Transform: Check all of the options Location, Rotation and Scale
Image Only 'UVMap' left over.

:!: Don't forget to apply the object transform to your armature too (for future animating). Or you will end up with something like this:
Image

:) That's it! Nice work by the way, new contributors are always welcome!
The edited Blender file is attached (if you really need it). --> I raised your car a little, because STK sometimes has trouble with too much lowered cars.
Image
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Re: [dev issue] Dysfunctional kart's export

Postby Auria » 02 Mar 2016, 01:59

Thanks a lot XGhost :) I was about to check this but your reply was spot on
Image
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