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Old 06-19-2014, 11:37 AM
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Packet
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Join Date: Jun 2010
Location: Omicron Percei-8
Posts: 106
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Quote:
Originally Posted by Zaela_S View Post
Hmm? Find material, type in shader name, save? Or did you mean something else? The original texture already had the transparent parts set to 0 alpha.
Ok. So after about 60 accumulative hours of trying to figure out why my transparent materials were not coming in, I finally figured it out. I got the alpha masking in and it looks like I was completely wrong about texture transparency support (as you mentioned above). I imported .png's (4096x4096) with transparency while using the Alpha_VBS.fx shader on the material and it worked however, now my objects can be seen through other objects that share the same material. So I figured it was because my materials were being used on objects that need to be opaque so what I've done is separate the foliage leaves from the tree trunk(s) and created the same material using the default opaque shader. Now the tree leaves are masked and the trees/rocks/etc are no longer obscured (kinda).

With that being said, I've decided to attempt to separate the geometry which is being imported as .ter. Instead, I'd like to import the .mod files now. My terrain model is separate from all of the trees and rocks, etc... I imported the terrain without a hitch. I then navigated to the "Models" tab and right-click->imported the terrain objects obj file.

It seemed to process them all just fine and now I have a terrain_objects.mod in the model list. I then right-clicked the next box and hit "add placement", selected the terrain_objects and left the x y z and scale alone since it should match the terrain (as I didn't move anything from its original location). Now my client crashes. Without the .mod, it works fine.

Here's the eq client error log:
Quote:
2014-06-19 10:51:45 fatal error in main thread Code = c0000005 ADDR=0x02c43713
2014-06-19 10:51:45
2014-06-19 10:51:45 EAX=00000001 EBX=18a96a36 ECX=00000000 EDX=0018d00c
2014-06-19 10:51:46
2014-06-19 10:51:46 ESI=00000000 EDI=18a96a02 EBP=18a96a4e ESP=0018cf9c
2014-06-19 10:51:46
2014-06-19 10:51:46 Process was trying to READ invalid data.
2014-06-19 10:51:46
2014-06-19 10:51:46 Invalid access occurred at virtual address 0x00000000.
2014-06-19 10:51:46
2014-06-19 10:51:46 Fatal error occurred in mainthread! (Release Client #630)
2014-06-19 10:51:46
2014-06-19 10:51:46 Client Version: Oct 31 2005 10:33:37
2014-06-19 10:51:46 Skin Directory: UIFiles\Default\
2014-06-19 10:51:46
2014-06-19 10:51:46 Graphics DLL Loaded: Graphics DLL Version 2.00.0258
2014-06-19 10:51:46 Graphics Build Date: Oct 25 2005 17:11:03
2014-06-19 10:51:46 Video Card: NVIDIA GeForce GTX 570 , 9.18.13.1106
2014-06-19 10:51:46
2014-06-19 10:51:46 Crash (char = Packet, zone = nexus)
2014-06-19 10:51:46
2014-06-19 10:51:46 Local Player's World location at time of crash: -62.000000, 55.625000, -99.250000.
2014-06-19 10:51:47
2014-06-19 10:51:47 Gamestate at crash = 253
2014-06-19 10:51:47
2014-06-19 10:51:47 Processor: 8 of type 586
2014-06-19 10:51:47 Physical memory: 0 Megs
2014-06-19 10:51:47 CPU: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz 3395837
This is just a note that importing as .mod didn't work for me. Importing it all as terrain did though however, there is another issue regarding UV mapping. When I imported the objs, the UV mapping is off by an inch. It's not precise however if I view my .obj's in a model viewer, the UV mapping is spot on. I can deal with uv mapping not being as precise but I'd prefer it not to be. I did also notice that after importing an obj as terrain, all of the textures were flipped upside down. This didn't effect how they looked (other than the shifting by an inch) however, it's likely the culprit. Any ideas?

Edit: It looks like OBJ exporting via 3ds Max produces obscured UV's. I'm going to try Maya or Blender instead, I'll post results.

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