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#1
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MAX file settins?
Hi Michael,
Thanks for the suggestion. I've just tried this and whilst the MAX view is updated when the TGA file is updated, it's not mapping correctly onto the model (the face is on the arm etc) I've just opened the 'Raw Versions and OBJ/casual01_m_highpoly.max' file and made no other changes (although MAX complained that the original was an old file format version and updated it) NB I *don't* have photoshop but I'm using ArtWeaver to edit the TGA file. It has file save optoins of 24/32 bit and also a compress (RLE) setting. I've tried these and although the mapping changes, it is still not correctly oriented to the mesh. Do you have any other suggestions. I'm assuming the TGA needs saving in a particular way, or perhaps I need to delete and then reapply the TGA using the material editor? Many thanks, John |
#2
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Hi John,
Until now I would have said that it sounds like you should be using flip_texture=1 option in your CFG file. In the past, differences in the way that different texture formats store their data could cause a texture to appear flipped. However, we've been cleaning up Cal3D a little recently and have made it so this will now be applied automatically when it is needed. This update will be in the next release, which should be going up on our download page tomorrow (25 Feb, 2015). Be sure to grab both the Cal3D Exporter and new version of Vizard. For now you can test this by vertically flipping your texture. |
#3
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This release will also include a much needed rewrite of the Cal3D docs. When the update comes out, you will be able to find the new documentation here:
http://docs.worldviz.com/vizard/ under Content Creation -> 3D Models -> Cal3D Workflow |
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