Using .obj files in a map

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Kasofa1
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Using .obj files in a map

Post by Kasofa1 » Wed May 20, 2009 4:50 pm

Or more specifically, how can I find and use ModelTool to get my .obj files into the .bzw format.
Thanks!

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Bambino
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Re: Using .obj files in a map

Post by Bambino » Wed May 20, 2009 7:14 pm

http://my.bzflag.org/bb/viewtopic.php?f=40&t=2698

That might help. You could search the wiki.
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big_daddy2
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Re: Using .obj files in a map

Post by big_daddy2 » Sun May 24, 2009 9:42 pm

the problem is with a .obj file it uses 3 vertices instead of bzflag's usual 4, thus creating the created mesh to become oddly shaped and some faces are on one side and some on the other, once you acctualy have the .obj in mesh format you pretty much have to reverse every face in the vertices, i have yet to find a better way to do this but i dont care much anymore, i make my own stuff :P

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JeffM
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Re: Using .obj files in a map

Post by JeffM » Mon May 25, 2009 2:48 am

big_daddy2 wrote:the problem is with a .obj file it uses 3 vertices instead of bzflag's usual 4, thus creating the created mesh to become oddly shaped and some faces are on one side and some on the other, once you acctualy have the .obj in mesh format you pretty much have to reverse every face in the vertices, i have yet to find a better way to do this but i dont care much anymore, i make my own stuff :P
This actually depends on your modeler. A bzflag mesh face can use more then 3 verts, and model tool supports OBJ faces with more then 3 (OBJ supports N as well). Some modelers don't check to see that all the verts in a face are planar, so you may see problems if they are not. Some modelers also don't care about face order, or surface normals, this too can have problems if the OBJ file does not conform to the method bzflag uses.

If you are using a 3d modeler to make meshes, it is a good thing to understand what you are doing, and what type of mesh your modeler generates.

When you define a mesh, you define ALL aspects of the object, unlike when you use a box or pyramid.

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