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 Collada import error in max9 « View previous topic :: View next topic » 
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aeonsoft
PostPosted: Wed Oct 31, 2007 2:24 am    Post subject: Collada import error in max9 Reply with quote



Joined: 12 Oct 2007
Posts: 2

hi
I met Collada import error in max9.
I exported terrain as callada format in Grome and tried to import it in 3Dmax9.
But it's impossible like below



how do I solve the matter.
I would appreciate a prompt reply.
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ALicu
PostPosted: Wed Oct 31, 2007 6:50 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 974

Hello,

What version of Grome are you using (last one is 01.10.06). Also what options did you choose at the export in Grome. Do you have texture layers? What ColladaMax version are you using? Can you send me the exported file? (use licu @ quadsoftware.com).

Thank you for your report,
Adrian L.
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aeonsoft
PostPosted: Wed Oct 31, 2007 7:58 am    Post subject: Reply with quote



Joined: 12 Oct 2007
Posts: 2

Hi~

Grome version is 01.10.06 and 3.04 version of collada exporter.
I use 2 texture layers.

I choose coordinate system as "3DS Max" and only checked "don't use triangle strips" option.

I will send to you the file.

Thanks
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ALicu
PostPosted: Wed Oct 31, 2007 8:52 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 974

I've run the coherency test on your file (you can find the COLLADA coherency tool here: http://www.collada.org/mediawiki/index.php/Portal:CoherencyTest).

What I've found is that scene names cannot begin with a number. In your case the scene is named 444. I've fixed the exporter to automatically add a leter infront of the name in case it is named in that way, the patch will be present in the next updated. In the mean time you can use a scene name starting with a letter and it should import ok in 3DS Max (I've manually modified your file and successfully imported in Max in that way).
I used collada max 3.02 and 3DS Max 9. Strangely enough the initial scene didn't show the message box you've posted on the forums, it just didn't load anything.

Let me know if the import works after you change the name of the scene (change the name of the scene in Grome before exporting it). If it is still don't work it must be related with collada max version (you have 3.04).

As for multitexturing that it is a more delicate problem. It is talked in detail in various topics on the forum. One is here:

http://www.quadsoftware.com/forum/viewtopic.php?t=162

I will try to make a mini article of how to import texture layers in Max using composite material. I hope it is ready in couple of days. A more advance approach would be to write a custom DirectX FX file to render the layers in Max.

But in the end all depends on you custom needs. Depends what you want to do exactly with the terrain in 3DS Max. Gaming, rendering etc. Please let me know your pipeline workflow, the engine you use (in case it is a licensed engine, maybe we already have a solution for that) and I will try to help you with the best approach to get the data into your application.

Regards,
Adrian L.
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gromit
PostPosted: Thu Dec 17, 2009 1:47 am    Post subject: Reply with quote



Joined: 17 Dec 2009
Posts: 2

Greetings -

I've read many posts about the common issue of people exporting Collada and trying to see their textures in Max.

For example, I downloaded the Grome sample map "Canyon", loaded it in Grome 2, then exported the terrain and images with the Collada export. Then I use the OpenCOLLADA v1.2.5 plug-in to import into Max 2010. Of course, when Max opens it you see the terrain but not the textures.

Quote:
...in 3DS Max, setup a composite material and attach all the terrain textures to them. Also used UV scaling to make for tile. This was done manually (the texture and UV assignements for the layers) since COLLADA cannot represent 3DS Max composite material.

Do you have a simple step-by-step example of this already written up?

Quote:
I will try to make a mini article of how to import texture layers in Max using composite material.

Is this mini article already posted on here or in the Grome documentation somewhere? Our team would find it really useful to keep around as a reference.

- Thanks
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ALicu
PostPosted: Thu Dec 17, 2009 7:53 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 974

Hi,

I don't have yet any composite material. This can be setup from max by choosing the individually exported masks and tiled images. Just look at the max documentation and search for composite material. To be noted though that only masked textures can be represented this way and I believe that you are limited to 8 textures (layers). So not all types of Grome textures (including some from Canyon sample) can be represented with this type of Max material.

A more flexible solution would be to write a DirectX FX material (vertex and pixel shaders) to represent the terrain in Max. For this you need to understand HLSL syntax and most probably you will need a programmer to do the job.

Can I ask you what is the purpose for your 3DS Max usage and collada? I may be able to offer you a better alternative if I know the target of your project.

For example, in case you use Grome only for backgrounds it may be ok for you to have a baked high res image exported from Grome (with the large data sets exporter) and thus use Collada support as it is with only this one texture (containing all the layers collapsed).

Regards,
Adrian L.
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gromit
PostPosted: Sat Dec 19, 2009 5:17 am    Post subject: Reply with quote



Joined: 17 Dec 2009
Posts: 2

Hi. Max is one tool our artists commonly use. Collada was the first obvious file type to try to export from Grome and import into Max (although I have not yet looked extensively for a plug-in that will import a heightmap into Max and convert it to a mesh). We just wanted to test something fairly quickly and without writing our own Grome file format plug-in (yet).

Another program we wanted to test is MeshLab - for basic mesh simplification/decimation (poly reduction) with UV preservation. And MeshLab imports Collada as well (although it seems a little flaky). We will likely test exported Grome terrain in some other art tools as well.

Your suggestion to use the Large Data Exporter to export a baked (collapsed/flattened) image was a great suggestion for what we wanted to test for now. I simply attached the one baked texure in Max.

Thank you for the quick reply.
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