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 -

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