If Prefab shows one single vertex or if the whole image area is fill with one triangle means indeed you have no uv's information or Prefab added to the missing uv's a default 0.0/0.5.1/1.1 mapping per face missing the mapping. Prefab would have probably warned you if it did this.
> 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. I'm kinda coloured, but in this case, I would put my hand in fire: it's not Away! > Also, first time I've ever used Prefab. Very intuitive.. was able to > quickly get in there and see exactly what I needed to say. Very cool, > Fabrice. :) thx, stay tuned, an update is in preparation. :) Fabrice On Dec 7, 2010, at 4:56 PM, Revalis wrote: > 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 and shift my coordinates without > forcing it to a fixed size, I get accurate texture coordinates. I > just have to convert my BMP to a JPEG so my textures are 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 say. 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 -
