Software:Model Convertor
Version Number:0.50.6
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Location
Centuari
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Description:
When I load my model into the converter it looks like this:
http://img373.imageshack.us/img373/9817/pic1au1.jpg
In the game the item looks like this:http://img264.imageshack.us/img264/6164/pic2yb9.jpg
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Steps to Replicate:
Make a model, map it out, texture it put it into the converter with the texture then upload it to your world. Thats about it.
Textures line up in the Model Converter, but not in the game
That doesn't sound very likely. Are you sure you're using the right models in the clients folder as well as the world's data folder? 99.9% of the time these sorts of problems are because you forget to overwrite the client version of a model with the correct version.
Otherwise - well that's weird. AFAIK the model converter uses the same rendering approach as the game. I've never, ever seen a model display differently in the converter than the game. I'm not sure it's possible :) Much more likely a file problem somewhere...
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Otherwise - well that's weird. AFAIK the model converter uses the same rendering approach as the game. I've never, ever seen a model display differently in the converter than the game. I'm not sure it's possible :) Much more likely a file problem somewhere...
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try disabling the option to 'Compress Texture Cords - No Tiling'
i've found that it causes the faces of the model to 'shrink' the mapped area resaulting in having to go back and re-edit the texture and enlarge the pics in the texture.
it wont work if the model was already exported with it enabled, you'll have to reconvert it from 3ds or whatever.
i've found that it causes the faces of the model to 'shrink' the mapped area resaulting in having to go back and re-edit the texture and enlarge the pics in the texture.
it wont work if the model was already exported with it enabled, you'll have to reconvert it from 3ds or whatever.
I cant see the image anymore, but, yes, that option is probably the thing.
Tiling is when you have a texture spread multiple times across a single model. (In coder terms - you get UV coordinates of 0.0f -> 2.0f for instance). A lot of models dont use tiling (and its recommend you avoid it, coz not all graphic cards support it in the same way) and when you dont use it, the option will work fine : and make the exported .atm smaller to download.
Tiling is when you have a texture spread multiple times across a single model. (In coder terms - you get UV coordinates of 0.0f -> 2.0f for instance). A lot of models dont use tiling (and its recommend you avoid it, coz not all graphic cards support it in the same way) and when you dont use it, the option will work fine : and make the exported .atm smaller to download.