Thanks Michael/Fabrice,

I'm guessing the problem is with how QTip exports MD2 files from 3DS
Max 2011... there are various options it allows, but if you choose the
'Export Model Only' option, it is SUPPOSED to export your mapping
coordinates as is; Prefab has revealed to me that it doesn't export
mapping coordinates at all... at least that Away can read.  I sent the
model to the programmer for QTip the other day and he sent me back a
screenshot of him viewing it in an OpenGL MD2 Viewer working fine, so
not sure what's going on really.

If I let QTip export a .BMP texture it will shift my coordinates to
the far upper left. If done without forcing it to a fixed size, I get
accurate texture coordinates.  I just have to convert the new BMP back
to a JPEG so my textures aren't 3-4mb.  If I force to a fixed size,
say 512x512, then the texture coordinates seem off again, like their
scaled by an odd percentage.

In any case, I know the workaround for getting it to display properly
now.. just a bunch of extra step, but not sure where the problem is,
Away or QTip.


Also, first time I've ever used Prefab. Very intuitive.. was able to
quickly get in there and see exactly what I needed to see. Very cool,
Fabrice. :)



On Dec 7, 9:05 am, Fabrice3D <[email protected]> wrote:
> you could do this, but you would not be able to reexport...
> Prefab is not ready for vertex animation yet.
>
> or you would need to create a setp, where you would export your md2 mesh with 
> corrected uv's
> and in a class extract /trace the uv's. then store them in a class, and apply 
> to your model once loaded.
> but being able to edit prior to export as md2 would probably be better.
> Problem is that your md2 animation might be ruined if your editor do not 
> allow uv's changes/updates.
>
> Fabrice
>
> On Dec 7, 2010, at 3:47 PM, Michael Iv wrote:
>
>
>
> > You can use Prefab to remap UVs of your models.Though I am not sure MD2 
> > load supported (suppose it should be )
>
> > On Tue, Dec 7, 2010 at 4:45 PM, Revalis <[email protected]> wrote:
> > Hey guys,
>
> > Is there a way to shift the UV coordinates of a material on an MD2 by
> > (x) pixels? I've been having a lot of issues with textures not lining
> > up correctly when I import them into Away, and from what I can tell,
> > it just looks like it's offset slightly.
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|
> >www.neurotechresearch.com
> >http://blog.alladvanced.net
> >http://www.meetup.com/GO3D-Games-Opensource-3D/
> > Tel:054-4962254
> > [email protected]
> > [email protected] Hide quoted text -
>
> - Show quoted text -

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