Planetside Software Forums

General => Terragen Discussion => Topic started by: Phylloxera on January 03, 2007, 04:02:49 AM

Title: Objects
Post by: Phylloxera on January 03, 2007, 04:02:49 AM
Hello, I have a problem with the importation of objects to the obj format (bug systematic) with the tgo format no concern, the question that I installation is as follows: how to transform exploitable objects in xrf (Xfrog)en tgo under TG2
Thank you for your answers!
Title: Re: Objects
Post by: rcallicotte on January 03, 2007, 07:00:11 AM
Import the object and then there's some way in the menu to save the object as a TGO.  I haven't done it, since I used the free TGO's from xFrog.
Title: Re: Objects
Post by: helentr on January 03, 2007, 07:47:36 AM
Quote from: Phylloxera on January 03, 2007, 04:02:49 AM
Hello, I have a problem with the importation of objects to the obj format (bug systematic) with the tgo format no concern, the question that I installation is as follows: how to transform exploitable objects in xrf (Xfrog)en tgo under TG2
Thank you for your answers!

I don't believe there is any way to import an XFR object into Terragen. You need to have Xfrog to open, then save (from within Xfrog) into OBJ - I am not sure whether the latest stand alone Xfrog  (3.5) can save to TGO

Helen
Title: Re: Objects
Post by: Phylloxera on January 03, 2007, 09:12:41 AM
I tried to safeguard an object in .tgo by making a right click but textures do not appear, with regard to Xfrog 3.5, it appears impossible to export an object with the tgo format? Thank you for your answers!
Title: Re: Objects
Post by: Sethren on January 03, 2007, 03:35:53 PM
No the latest version of Xfrog 3.5 can not save to TGO, only rayshade (.shade), wavefront (.obj), autocad (.dxf), renderman (.rib), lightwave 6.5 (.lwo), 3d studio r4 (.3ds), vmrl 1.0 (.wrl).

I have to mention the one aspect i liked about vue d'esprit is when i had saved xfrog plants with imported texture map i made i would save the plant as a .obj. Then i would import the plant into vue and everything would be there, textures exactly how i imported them into xfrog originally according to x and y placement and number of image repeats. Vue made this very easy but for Terragen 2 i am not sure. I do not have xfrog at the moment.

I would hope one day that Greenworks will team up with Planetside and create an xfrog plugin for Terragen 2. Imagine editing and instancing xfrog objects from within Terragen 2. Well, we can dream i suppose.
Title: Re: Objects
Post by: otter5555 on January 03, 2007, 03:48:40 PM
i have spent the last week trying to get trees from xfrog 3.5 to work in tg2 with zero sucess.

i have exported them from xfrog in EVERY available format.

directly loaded both wavefront obj's and lwo's into tg2. converted to tgo and still get horrible looking trees.

i have exported from xfrog 3.5 in all formats , converted (in blender and several other programs) to obj, loaded into tg2, saved as tgo's

and STILL get crappy looking trees.

what am i doing wrong?

i have no prob using the free xfrog tgo trees.

if anyone has a simple 1,2,3, explanation that works for them please fill me in  :)


thanks for the help

otter
Title: Re: Objects
Post by: FrankThomas on January 03, 2007, 05:23:54 PM
I've managed to use the .obj version of Xfrog plants ok - I wouldn't want to look at 'em up too close though - for some reason they look a bit iffy close up
Title: Re: Objects
Post by: Phylloxera on January 04, 2007, 02:46:11 AM
Quote from: FrankThomas on January 03, 2007, 05:23:54 PM
I've managed to use the .obj version of Xfrog plants ok  - I wouldn't want to look at 'em up too close though - for some reason they look a bit iffy close up
You have much chance!! The ideal would be a plugin or the possibility of importing objects in xrf (Xfrog) in TG2!!
Title: Re: Objects
Post by: FrankThomas on January 04, 2007, 02:13:52 PM
Well, I just received the basic DVD through the post from XFrog so I'll have a play with some of the stuff on there and see how it looks
Title: Re: Objects
Post by: Oshyan on January 04, 2007, 08:59:02 PM
I seem to be able to load OBJ versions of Xfrog plants ok. Sometimes they are unstable (this will be addressed in a future update) and it helps to resave as TGO. But other than that they work fine. Can you post an image showing what you mean by "horrible looking trees"?

- Oshyan
Title: Re: Objects
Post by: otter5555 on January 05, 2007, 02:02:06 PM
Oshyan,


the image below is the white spruce from xfrog 3.5.
i exported it as an obj, loaded it into tg2 with xfrog compatibility option .
if i try to render at this point i get a totally white screen.

i then saved it as a tgo and pressed render. i still get a totally white screen.

i then go into the multishader and make sure it is pointed to the correct image files for trunk and leaves. it is, but still renders totally white screen.

i then creat a new multishader, point it to the exact same image files and render a crappy looking tree :)

i have tried every possible export format, with zero success. i have used SEVERAL other programs (blender, accutrans, maya 6 ,lightwave9, vue 5 infinite, hexagon, shade 8, cinema 4d, cararra 5 pro and others) to convert the xfrog export to lwo and obj before loading into tg2 and it makes no difference.

i have tried all projection modes inside the multishader.

xfrog 3.5 trees are usless for me inside tg2.

i welcome a simple 1,2,3, solution to this problem

thanks in advance

otter



Title: Re: Objects
Post by: 3DGuy on January 05, 2007, 02:09:39 PM
I tried exporting an obj from 3DS8 and importing it in TG2, but when I press enter, the program poofs... Is there something different about obj files created by 3DS8 or do I need another conversion step?
Title: Re: Objects
Post by: Oshyan on January 05, 2007, 10:34:28 PM
otter, that looks like "through camera" projection is on for one of your textures. Is that the result you get with the defaults, or after some of the adjustments you mentioned? The white is interesting, it looks like the alpha isn't being handled properly. Would you say that would seem to characterize your problem? If you can provide an image of the way it renders just after import that could be helpful.

I'll do some tests on my end with some of the Xfrog library plants and see what I come up with.

3DGuy, try right-clicking the imported object and using Save Object As to save as a TGO, then delete the OBJ version and load the TGO you just saved. This seems to help in some cases. The OBJ crashing bugs will be addressed in an upcoming patch.

- Oshyan
Title: Re: Objects
Post by: hyper1 on January 06, 2007, 11:13:44 AM
Otter,
If you could send me the .mtl portion of the .obj file I think I know what the problem is, in any event I also own XFrog 3.5 and could further test the problem.
Gary Poole
hyperpoole@yahoo.com

Quote from: otter5555 on January 05, 2007, 02:02:06 PM
Oshyan,
the image below is the white spruce from xfrog 3.5.
i exported it as an obj, loaded it into tg2 with xfrog compatibility option .
if i try to render at this point i get a totally white screen.
i then saved it as a tgo and pressed render. i still get a totally white screen.
i then go into the multishader and make sure it is pointed to the correct image files for trunk and leaves. it is, but still renders totally white screen.
i then creat a new multishader, point it to the exact same image files and render a crappy looking tree :)
i have tried every possible export format, with zero success. i have used SEVERAL other programs (blender, accutrans, maya 6 ,lightwave9, vue 5 infinite, hexagon, shade 8, cinema 4d, cararra 5 pro and others) to convert the xfrog export to lwo and obj before loading into tg2 and it makes no difference.
i have tried all projection modes inside the multishader.
xfrog 3.5 trees are usless for me inside tg2.
i welcome a simple 1,2,3, solution to this problem
thanks in advance

otter




Title: Re: Objects
Post by: 3DGuy on January 06, 2007, 11:21:48 AM
Quote from: JavaJones on January 05, 2007, 10:34:28 PM
3DGuy, try right-clicking the imported object and using Save Object As to save as a TGO, then delete the OBJ version and load the TGO you just saved. This seems to help in some cases. The OBJ crashing bugs will be addressed in an upcoming patch.

I can't. When I select the .obj file TG2 shuts down. To make sure it wasn't a model problem I created a simple cube exported that as an wavefront obj and then tried adding that as an object in TG2. When I select the obj file and press ok TG2 poofs.

edit: I've found a workaround that works for me so far. I downloaded Wings3D. Exported my model from 3DSMAX8 as an .3ds file, imported in Wings3D then exported it from there as an .obj file and that works. Yay.
(http://temp.theglasseye.nl/dhd.jpg)

Now I gotta find a way to reduce my stargate model to reasonable proportions (i.e. facecount) :P Is there any way to smooth the result as my object looks faceted now. Is that upto the surface shaders I still have to assign?

Title: Re: Objects
Post by: hyper1 on January 06, 2007, 08:08:02 PM
Otter,

I have a solution to your XFrog 3.5 dilemma.  First, I took one of my stock XFrog library tropical trees, the Eucalyptus and changed some of its parameters.  Second, I saved the changed tree as a .obj export with the .mtl option.  Third, in TG2 I loaded the tree as a "Yes" to the XFrog option.  Fourth, I went to the Surface shader and then to the Multi shader.  Its helpful to select the "Stay Open" option for the next steps.  Fifth, this is where the problem is occuring, go to the shader #s that have alpha images.  In the case of the Eucalyptus I have 2 types of leaves.  Once you are in their window take note of the name of the file of the image which contains the alpha image in the "Color" tab.  Click open the "Opacity" tab and tick "Use Alpha channel" and paste the name used in the Color channel which contains your Alpha channel (note: if you have a separate alpha image use that name).  Now when you render TG2 knows what's happening!  Matt is aware of this problem.

[attachthumb=#]

Quote from: otter5555 on January 03, 2007, 03:48:40 PM
i have spent the last week trying to get trees from xfrog 3.5 to work in tg2 with zero sucess.

i have exported them from xfrog in EVERY available format.

directly loaded both wavefront obj's and lwo's into tg2. converted to tgo and still get horrible looking trees.

i have exported from xfrog 3.5 in all formats , converted (in blender and several other programs) to obj, loaded into tg2, saved as tgo's

and STILL get crappy looking trees.

what am i doing wrong?

i have no prob using the free xfrog tgo trees.

if anyone has a simple 1,2,3, explanation that works for them please fill me in  :)


thanks for the help

otter
Title: Re: Objects
Post by: king_tiger_666 on January 06, 2007, 08:29:00 PM
3dguy, the only problem with using wings3d that way is it doesn't like to open conplex models... and spits the dumby..


hyper1, nice info i will give that a go after my current render see if i can inprove some tree objs i have that don't open correctly
Title: Re: Objects
Post by: 3DGuy on January 06, 2007, 08:55:22 PM
It doesn't open complex models? What do you concider complex?
Title: Re: Objects
Post by: king_tiger_666 on January 06, 2007, 09:12:06 PM
a few models i have that have quite a bit of smoothing, are really slow in wings3d...  but then again maybe its some opengl setting i changed...

the voyager model from here is an example www.gepinformatica.it/lucas
Title: Re: Objects
Post by: 3DGuy on January 06, 2007, 09:19:23 PM
If you have an ATI card, OpenGL might not be as fast. In 3DSMAX OpenGL is very slow for some reason. I've imported my lowres stargate model having around 50k triangles and had no problems.
Title: Re: Objects
Post by: otter5555 on January 07, 2007, 03:13:11 PM
"Otter,

I have a solution to your XFrog 3.5 dilemma.  First, I took one of my stock XFrog library tropical trees, the Eucalyptus and changed some of its parameters.  Second, I saved the changed tree as a .obj export with the .mtl option.  Third, in TG2 I loaded the tree as a "Yes" to the XFrog option.  Fourth, I went to the Surface shader and then to the Multi shader.  Its helpful to select the "Stay Open" option for the next steps.  Fifth, this is where the problem is occuring, go to the shader #s that have alpha images.  In the case of the Eucalyptus I have 2 types of leaves.  Once you are in their window take note of the name of the file of the image which contains the alpha image in the "Color" tab.  Click open the "Opacity" tab and tick "Use Alpha channel" and paste the name used in the Color channel which contains your Alpha channel (note: if you have a separate alpha image use that name).  Now when you render TG2 knows what's happening!  Matt is aware of this problem."


i would like to say thanks to everyone that has tried to help me use my xfrog trees in tg2. the above post WORKS :) i

otter


Title: Re: Objects
Post by: Oshyan on January 07, 2007, 07:11:20 PM
Glad to hear a workaround has been found. OBJ loading and rendering issues are one of our top priorities for an upcoming patch to the Technology Preview.

Object smoothing/smooth rendering is not currently supported but it will be added before the final Terragen 2 release. Fortunately TG2 can support fairly high polygon models (I've loaded an object with over 1 million before) so you may be able to just use a higher poly version to get smoother results.

- Oshyan
Title: Re: Objects
Post by: RedSquare on January 22, 2007, 09:53:42 PM
I also have hit a brick wall, exported .obj from DAZ with material file, but the images are .png and TG2 spits a dummy. I've converted the .png to .jpeg which TG2 apparantly is looking for, but it still doesn't open.  The internal network shows the various bits and bobs but still it comes out black as others have had.  Any suggestions most welcome.

Cheers
Title: Re: Objects
Post by: rcallicotte on January 22, 2007, 10:12:50 PM
Maybe you've already thought of this, but did you rearrange the MTL file to let the first 16 textures match the ones you want to show and then rearrange your Multishader to have the same order?  I have even needed to go as far as reselect the textures within the Multishader in order to ensure they are showing.



Quote from: RedSquare on January 22, 2007, 09:53:42 PM
I also have hit a brick wall, exported .obj from DAZ with material file, but the images are .png and TG2 spits a dummy. I've converted the .png to .jpeg which TG2 apparantly is looking for, but it still doesn't open.  The internal network shows the various bits and bobs but still it comes out black as others have had.  Any suggestions most welcome.

Cheers
Title: Re: Objects
Post by: RedSquare on January 23, 2007, 10:03:25 PM
calico - Cheers, thanks for your suggestions.  No I didn't think of rearranging the .mtl file or any the rest as I haven't got a clue about anything to do with objects, textures, alpha channels etc. A veritable dummy as far as any  CG program outside of Terragen is concerned and that includes DAZ and/or Bryce.
Title: Re: Objects
Post by: rcallicotte on January 24, 2007, 12:00:33 PM
So are we all...so much to know so little time.   :P

An MTL file can be opened with Notepad or Wordpad.  You can see the order of your texture files as they're listed there.  Keeping spacing the same, you can move these sections around and line up the first 16 to matter to you.  For example, if I have a male character that is wearing a leather jacket and pants, I don't care about his torso since its covered.  Anything having to do with arms, legs, torso (covered up) can go to the bottom of my file.  Next, I'll make sure the leather jacket textures and the leather pants textures are at the top; in this case, we need to worry about the first 16 textures until this is fixed by Planetside's programmers.  Line up those 16 textures to what you want to see.

Now, after this, making sure you haven't decimated the general order of the MTL file (I'm sure I could), go to the multishader tab of the object.  Opening the multishader, go to each of the attached shaders and reselect each one to match the order of your MTL file. If you have BUMP maps, place these in the dispacement section of your shader and change its value to .01 to .05, depending on how it helps you.

Good luck.  The more you do, the more you'll learn.
Title: Re: Objects
Post by: RedSquare on January 25, 2007, 04:07:26 PM
CALICO - Thank you very much for your time and info' I shall try to do just that tomorrow evening.
Title: Re: Objects
Post by: twistednoodle on February 15, 2007, 10:27:22 PM
I notice you mention a multishader - can you tell when you use this? 

I also notice that the xfrog files come with close up pics of bark and leaves .... what do you use these for ..... in the multishader? When do you use these?

Last question - when you upload the .tgo object and you just want pine trees, is that all you have to up load?  Just the .tgo for pine trees (referring to the one in the bunch of free stuff that came with tg2).

thanks for your patience - I hope this has been asked elsewhere!
Title: Re: Objects
Post by: hyper1 on February 15, 2007, 11:58:28 PM
Twisted,
See my post: Reply #15 on: January 07, 2007, 01:08:02 AM
The Path is Add Object -> Surface Shaders -> Multi Shader
Quote from: twistednoodle on February 15, 2007, 10:27:22 PM
I notice you mention a multishader - can you tell when you use this? 

I also notice that the xfrog files come with close up pics of bark and leaves .... what do you use these for ..... in the multishader? When do you use these?

Last question - when you upload the .tgo object and you just want pine trees, is that all you have to up load?  Just the .tgo for pine trees (referring to the one in the bunch of free stuff that came with tg2).

thanks for your patience - I hope this has been asked elsewhere!