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11/08/2016 11:49:27

primaveranz
primaveranz
Posts: 520
Anticip wrote:
... I've even tried to create a toto.bmp file at the exact place the error message says it's missing. Without any success this far


Can you show us a screenshot of the file in the above path location? When I get that error it is always because I have the toto.bmp in the wrong place. I just copy it to the right place and it works.
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11/08/2016 14:42:13

gimmick
gimmick
Posts: 179
Hello, Here is an example of code in an ASE file with toto.bmp and 2 textures. Hope it helps :
........
*SUBMATERIAL 0 {
*MATERIAL_NAME "Engine.DefaultTexture"
*MATERIAL_CLASS "Standard"
*MAP_DIFFUSE {
*MAP_CLASS "Bitmap"
*BITMAP "C:\ut3\toto.bmp"
*UVW_U_OFFSET 0.0
*UVW_V_OFFSET 0.0
*UVW_U_TILING 1.0
*UVW_V_TILING 1.0
}
*SUBMATERIAL 1 {
*MATERIAL_NAME "Wood"
*MATERIAL_CLASS "Standard"
*MAP_DIFFUSE {
*MAP_CLASS "Bitmap"
*BITMAP "D:\MUVIZU\textures\Wood.jpg"
*UVW_U_OFFSET 0.0
*UVW_V_OFFSET 0.0
*UVW_U_TILING 1.0
*UVW_V_TILING 1.0
}
*SUBMATERIAL 2 {
*MATERIAL_NAME "wall"
*MATERIAL_CLASS "Standard"
*MAP_DIFFUSE {
*MAP_CLASS "Bitmap"
*BITMAP "D:\MUVIZU\textures\wall.jpg"
*UVW_U_OFFSET 0.0
*UVW_V_OFFSET 0.0
*UVW_U_TILING 1.0
*UVW_V_TILING 1.0
}
.......................


so I've created a document named toto.bmp, 100 px per 100px,

I think it's better if toto.bmp and all textures are files with 256x256 pixels (or 128, 512, 1024 etc)
edited by gimmick on 11/08/2016
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11/08/2016 14:54:26

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Yeah, that should work. Is your toto.bmp at the correct resolution? (512x512, or 256x256, for example?)

Looks like we both posted the same thing at the same time Another way around this problem is to delete the folder references entirely so the textures, toto, and ASE are all in the same folder.

So, in gimmick's example above, for the textures it would read :

*BITMAP "toto.bmp"

*BITMAP "Wood.jpg"

*BITMAP "wall.jpg"

Etc... The pathing might be a problem because of Bootcamp, so removing them from the equation might help.
edited by ziggy72 on 11/08/2016
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11/08/2016 15:16:28

Anticip
Anticip
Posts: 37
Hey ! Good news ! the toto .bmp thing is now fixed. Huge thanks to all especially to MrDrWho13 as for some reason the toto bmp he hosted on Gdrive solved the problem.

Though I know have a brand new problem, all my assets imported from SU8 have no textures at all whatsoever, they are plain cyan (color) as is his toto.bmp file haha. Needeless to say that a full cyan AK47 coupled with a cyan kevlar vest just looks horrible haha.

Any ideas as how I might bring the original textures along in Muvizu ?

And second question is there a metric standard for imports / exports. So I create / import assets from SU in a size that fits Muvizu ? I'm kinda working blind on this one, at times my objects are ridiculously big, like an AK47 20 times my hero's size in muvizu or the reverse, the ak47 is big as a needle, and the options to change its size are rather limited in muvizu, like you can double it or reduce it by half, but not change it 20 times bigger or smaller ... ty guys you rock !

Thanks all !

Here is the ASE file where all textures are toto.bmp obviously

edited by Anticip on 11/08/2016
edited by Anticip on 11/08/2016
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11/08/2016 15:20:21

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Since that worked, I think your problem was your file was toto.bmp.bmp
The others can help with the textures.
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11/08/2016 15:55:15

gimmick
gimmick
Posts: 179
all my assets imported from SU8 have no textures at all whatsoever, they are plain cyan (color) as is his toto.bmp file

In your ASE, you should change all the lines
*BITMAP "C:\ut3\toto.bmp" by something like *BITMAP "C:\ut3\color_005.jpg"

And create these missing textures 256 x256 color_005.jpg color_006.jpg color_009.jpg in the same color as SU

You could also export materials from SU like metal.jpg, wood.jpg etc. (right click on each material)

edited by gimmick on 11/08/2016
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11/08/2016 19:17:47

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
You usually have to reassign each texture to each slot for most ASEs once you get it into Muvizu. If the textures aren't already stored seperately with the ASE file, I'd recommend you use this little plugin for Sketchup :

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

It exports all the textures from the Sketchup model to a directory of your choice with one click. Great little thing. And as for the scaling - I use the standard Susan starting figure as my guide. If you scale stuff so that she could feasibly use it, you're in the right area for Muvizu.
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11/08/2016 21:05:23

gimmick
gimmick
Posts: 179
It exports all the textures from the Sketchup model

Thank you Ziggy for this plugin. But is it ok for export also the SU colors?
Normally, SU exports textures but doesn't export RGB colors of the models and one must create 256x256 squares like "red.png", "yellow.png", etc.
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11/08/2016 21:49:15

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
No, it doesn't export the colours, just the textures. In Muvizu you can assign the colour for each section yourself anyway.
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12/08/2016 09:26:23