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Exporters...

 
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Nocturn
DeleD PRO user


Joined: 08 Aug 2004
Posts: 635

PostPosted: Mon Oct 26, 2009 11:14 pm    Post subject: Exporters... Reply with quote

I don't know what's happening exactly with the exporters but the Direct X and Collada Exporter are producing some strange results with the Texture Files. Before i export a Model i merge all Parts to get one Object. After that i either export it with the Direct X Exporter or the Collada Exporter. And here's the strange thing:

The Direct X-Exporter
Exports the X File properly, but all textures Files are renamed (eg. floor1.png -> floor1 (1).png). Also if a Material is used more than once in the scene i get multiple PNGs of the same Material which are numeric (eg. floor1.png -> floor1 (1).png, floor1 (2).png, floor1 (3).png) and so on. This is really annoying if you have huge Scenes with many Materials. And finally, if i import the Model in any other 3D App i have multiple materials which use the same Texture. (floor1, floor1, floor1, ...)

The Collada Exporter
The Collada exporter exports the Texture Files properly. (floor1.png, wall1.png) but it creates for each object which uses the same Texture a material. (floor1 -> floor1__2_, floor1__3_) which is also VERY annoying.

OBJ Exporter
Same as the Collada Exporter, only with the naming schema of the Direct-X exporter.

EDIT: NuXPorter
Works like a charm Very Happy


Basically, if you have a DeleD Scene and have more than one Object that shares the same Material inside DeleD get's screwed in the Material name and/or Texture File and gets practically unusable - but only if you merge it. I'm afraid it's the same with the B3D Exporter.

My workaround is to export the Scenes/Models un-merged and merge them in 3ds max. There it works perfectly.
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Tue Oct 27, 2009 1:20 am    Post subject: Reply with quote

I noticed that the last time I exported a collada file. I thought it was something I had done wrong tho, so never reported it.
The biggest problem I have with the way it's naming the textures is, my importer expects the material name to be the same as the actual texture, so the way the exporter is working now breaks the import.
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Some day I will grow up and be a real modeler.
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Grandmaster B
DeleD PRO user


Joined: 03 Jul 2007
Posts: 218

PostPosted: Tue Oct 27, 2009 10:23 am    Post subject: Reply with quote

The exporters should be open source anyway. Also the lightmapper, then i can finally fix it myself... :p
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John
DeleD PRO user


Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Tue Oct 27, 2009 11:25 am    Post subject: Reply with quote

Grandmaster B wrote:
The exporters should be open source anyway. Also the lightmapper, then i can finally fix it myself... :p

Be nice. They have to make money somehow. Wink
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Grandmaster B
DeleD PRO user


Joined: 03 Jul 2007
Posts: 218

PostPosted: Tue Oct 27, 2009 5:33 pm    Post subject: Reply with quote

John wrote:
Be nice. They have to make money somehow. Wink


If i - for example - fix errors in open-source exporters for DeleD they probably make more money and have less work, or can put more work into DeleD's main app. Its not evil Smile
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Tue Oct 27, 2009 9:32 pm    Post subject: Reply with quote

The only exporter deled has that they charge for is the torque exporter. The main exporters are free.
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