Quote from: Syagre on June 25, 2007, 01:03:21 AM
... but the direct use of such objects in TG2 results in the loss of the texture (as it is the case with many other .obj freebies around the web).
Huh??
![Huh? ???](https://www.planetside.co.uk/forums/Smileys/fugue/huh.png)
I've never had any trouble with properly formatted obj's 'losing textures', and I use obj's extensively. I suspect the reason there isn't a vast repository of tgo's converted from obj's is because for the most part it's unnecessary. It does give the benefit of having only one file (.tgo) instead of two(.mtl and .obj), but there is no problem with using (properly formatted) .obj's.
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Tgo's tend to be more compact, too. Obj's and mtls are text based and can get pretty big.
</edit>
A few suggestions.
1) Lose Wings3D. Use
PoseRay to clean up the obj's. (Obj's can contain polygons that are not triangles; ie, polys with more than three corners. Many obj readers (I think TG2 among them) don't like non-triangular faces. It wants all polygons to have 3 vertices. PoseRay will convert obj's to properly triangulated polys. It also allows you to re-map texture coordinates and view the results.
2) Examine the .mtl files with a text editor (eg Notepad). Look at the texture paths. TG2 doesn't like spaces in the paths. You're best option is to make sure the textures are in the same directory as the obj and mtl, and make sure the texture paths are just the file name, not the entire path. (In other words, use a relative path instead of an absolute one.) Poseray has an option to save just texture file names instead of full paths. Select that option.
3) You may have some issues with transparency (alpha) mapping. Alpha data can either be contained in a separate black and white image, or it may be embedded in the main image. (If the image is 32 bits per pixel, it probably contains alpha data. The 32 bits per pixel are typically arranged with 8 bits each for red, blue and green, and 8 more for the alpha data.) TG2 seems to have trouble correctly extracting alpha data from some image formats. If you have difficulty getting transparency working, your best bet may be to create separate alpha and color images, if they don't already exist, and specify the new alpha image on the shader 'opacity' tab.