So I modelled and normal mapped an unwrapped cloud, and exported it using Ogremax. The textures seem to show up fine in game. I then modelled like 8 more clouds and individually unwrapped, textured and normal mapped them, but the uv's are not retained properly at all for those models. From looking up this problem the suggestion seems to be to "reset the transform", because maybe its holding onto the tranform from that first cloud I modelled or something.
So I have tried:
Adding an Xform modifier to the model, collapsing the stack and re-exporting.
Adding an Xform modifier to the model, collapsing the stack and re-adding an unwrap modifier and exporting.
Going to Hierarchy->reset pivot and Hierarchy->reset transform and reset scale
A combination of both all of the above.
So my question is which the correct way to export using ogremax? And if these are necessary why would the uvs still not be retained properly!?
[Oh and me or Google couldn't find an Ogremax forum on ogremax.com]
Ogremax UV problem
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- Halfling
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- OGRE Moderator
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Re: Ogremax UV problem
Ogremax support is by email but only for paying customers.[Oh and me or Google couldn't find an Ogremax forum on ogremax.com]
You might be lucky and have someone on here be able to answer, but ogremax isn't officially supported by these forums.
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- Halfling
- Posts: 74
- Joined: Tue Feb 14, 2012 3:13 pm
- Location: Ireland
Re: Ogremax UV problem
I'm sorry it seemed my material file was what was screwed up, not Ogremax. I just assumed that the UVs could be the only issue if the texture was smeared across the mesh, but I have tried a different shader and the results seem to be showing up okay. Apologies, please close this thread!
Dan
Dan