Originally posted by VL-Tone
One other setting that should be on is "triangulate", as the TT64 importer can't deal with polygons with more than 4 sides (triangulate will produce only triangles).
Question: did you create the "Materials" folder yourself or was it created by blender? The .mtl file contains the texture filenames, but without the \Materials\ folder needed to find them.
I created the materials folder by myself. Blender simply outputs the texture name without folder paths.
Originally posted by VL-Tone
Here's how it look in the importer, with only one texture:

On the sides of the "skyscrapers", some parts of the texture are smeared up to the point of becoming lines instead of a mesh, is it a problem on your side or in the importer? (I couldn't make the textures appear in blender to compare).
This is probably caused by flipped normals. Only the top side of a plane can be assigned a material wheras the bottom side always is invisible, because you won't ever see it ingame, unless you leave the map boundaries, of course.
When opening the map inside Blender, I cannot see a flipped normal (invisible face), but let's see how we can fix this issue:

Originally posted by VL-Tone
I'm going to use your model to try to implement multi-texture importation directly using the .mtl files. I'll keep you updated with the results...
Edit:
Hmm... That looks more like it? 

Yes, absolutely. Nice to see, that you're getting different materials into a working state.
It's also nice to see that materials/textures can be scaled down already. Blender simply scales the original 32x32 texture up onto all faces.
For those who do not unterstand why the assigned textures look so ugly, when I created the UV map, I simply assigned materials to the faces without scaling or aligning them and choose different looking textures in order to distinguish the UV groups. When importing the .obj file into the editor, it should not matter which textures originally were assigned, because that will be changed inside Toad's Tool.
Originally posted by VL-Tone
I'm sure there are some bugs to be fixed, but at least it shows that I can do direct texture importing using .mtl files (note that I already wrote some code a while ago to do most of the work).
Before you guys get too excited, this is from the 3d preview in the importer, there are still a few things to be done until I can have this model inside the game, though the multi-texture aspect is not complicated to implement when generating the SM64 drawing lists.
I'm excited, because you're doing great work on your editor taking every step needed to develop the .obj importer into a working state.
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