Horde3D

Next-Generation Graphics Engine
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 Post subject: Blender exported mesh
PostPosted: 15.07.2008, 16:12 
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Joined: 03.07.2008, 14:07
Posts: 3
Hey guys!
Before I start, excellent engine! I've enjoyed playing with it so far.
Alas, I have a little trouble with what I can only deem to be an exporting problem from Blender.
I am attempting to render a simple subdivided plane with a texture.
I have tried both the Collada converter and the Blender python exporter for Horde3D and the result is the same,
the mesh renders but the texture isn't applied properly. However when I try a mostly blue texture the mesh appears blue. A largely red texture colours the mesh some shade of red. I can only assume this is a problem with how uv coords are being generated (or not at all perhaps) for the mesh. Any ideas how to remedy this?
Regards,
Stewart.


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PostPosted: 15.07.2008, 16:32 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
It is notoriously difficult to UV map using Blender, but there are quite a few tutorials on the web, so google if you get stuck. First off though, I would check that your mesh in blender does in fact have UVs attached (you don't need UVs to apply a texture in Blender, but it wont export properly without).

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Tristam MacDonald - [swiftcoding]


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PostPosted: 15.07.2008, 16:33 
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Joined: 03.07.2008, 14:07
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Roger dodger!
Will have a gander... there's no substitute for someone who knows what they're doing with these tools is there? :p
Cheers,
Stew.


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PostPosted: 15.07.2008, 16:53 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
I also guess that your UV mapping is not done using Flat UV Coordinates but with some of the other possibilities like Cube/Sphere, Stick / Orco options. That may be a problem. I think using flat UV Coordinates you have placed using the UV/Image Editor of Blender should be fine.


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PostPosted: 16.07.2008, 14:13 
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Joined: 03.07.2008, 14:07
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Cheers guys,
worked a treat when I actually played with the UV editor for 20 seconds.
Regards,
Stew.


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