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DR Ase exporter replaces textures randomly


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It could be vertex normals with a length of zero. The engine ignores smoothing groups. It's also worth noting that this problem only seems to appear when exporting patches.

 

My main point of contention with patches is that they are an abstraction layer above the geometry produced by the engine. You can't build everything out of squares. Sometimes you need a triangle. What's happening in the background when you stack a series of control points on top of each other? Is this optimized and cleaned up geometry the same data made available to the exporter?

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Can you upload the ase file here or pm me a link, please?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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As already guessed some of the normals are corrupted. It seems that there was a division by zero or something similar. The normals contain the value ind (not defined, which can be div by zero or zero divided by zero etc...). I have to check the script to see where this may come frome and add something to prevent this.

 

I've actually already done this a year ago or so, but it seems that I've missed some cases.

 

It seems that you, Sotha, are very talented in bringing bugs in my code to life (or in the modifications I've made, as I didn't wrote the exporter originally). Curse you :P

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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