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UU3D Export problem.


dennis
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Hello all,

 

When I export a map from FPS creator (for indoor maps) it will export to DBO.

I downloaded the DBO import / export plugin from UU3D website.

when I open it up, it will show all textures (super HD and such) but now I want to export it to:

 

- *.X

- *.GMF

- *.OBJ

 

to just test if everything is working correctly, and even do a slight few changes. the problem now is that when I press up the export button... it won't export the textures. it will just give a white model. how can I change this to get it textured?

it are 200 textures (most of them used more than once) and it's really big.

 

I already tried to open it up in UU3D as exported model. but it give names as: texturebank_scifi_walls_w_d_1_c.dds so I changed a few textures to be in that format, but still won't work...

I can post up screenshots if someone doesn't know the problem... but please whalp me.

 

Have a nice Sunday! cheers!

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A white model in what exactly?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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If you are trying to export this to gmf format and subsequently display it in the Leadwerks Editor then you have a bit more work to do.

  • If UU3D is not displaying the textures after importing the dbo file then you probably need to ensure it can find the textures referenced in the file. Otherwise, if it still displays the material names then you will need to re-assign each texture files to each of the materials (200+ files could be tedious)

  • Secondly, the textures do not get embeddedexported with the gmf file, just the references to the texture names, therefore you need to ensure they are all converted to dds with mipmaps and have material files created for each one to have it display correctly in Leadwerks.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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well, the lack of a "T" in the material box says no texture is assigned to that slot ..

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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depends ... where are you saving the export to .x? are the textures in that folder are you saving the full texure path ... who knows unless you explain how you are actually doing something.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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depends ... where are you saving the export to .x? are the textures in that folder are you saving the full texure path ... who knows unless you explain how you are actually doing something.

I'm using the following properties --> screenshot format like wink.png

 

post-2125-0-11322400-1329077507.png

 

Hope that is good or, not.

still not fixed sad.png

the reason that it's that big, it's a whole scene.

Edited by dennis
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