Probably because the cube has no UV map. You'll need to unwrap it in blender.The cube shows a slight brown colour which i've not 'set' anywhere in blender, and in blender the cube is grey without the texture on so i'm wondering if that colour is being picked up from the texture and being applied in the engine somehow?
How to import .osgt file into OpenMW-CS
Re: How to import .osgt file into OpenMW-CS
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
I've tried UV Mapping it although i'm not sure if it's right, this is what i can see in-game, in blender and the osg export settings i'm using, i've also tried exporting it without that ring thing to see if that helps but no luck:
http://imgur.com/a/MP4tQ
http://imgur.com/a/MP4tQ
Re: How to import .osgt file into OpenMW-CS
openmwfan27, could you post the .blend file as well as any textures you're using?
http://www.pasteall.org/blend/
I went through the exporting process thoroughly and found many ways in which you can make your material look odd and it'll be easier to inspect it with a .blend file.
http://www.pasteall.org/blend/
I went through the exporting process thoroughly and found many ways in which you can make your material look odd and it'll be easier to inspect it with a .blend file.
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
Lamoot wrote:openmwfan27, could you post the .blend file as well as any textures you're using?
It turned out to be an issue with the UV Mapping, i scraped it and re-did it from scratch following a tutorial on youtube, exported it and the .png texture worked, i changed the filename in the .osgt to the .dds texture that was causing the CTD before and that works fine now too, including the normal and specualar mapsscrawl wrote:Probably because the cube has no UV map. You'll need to unwrap it in blender.
Not sure what i did wrong the first time, though.
These are the results: http://imgur.com/a/PTig9
In OpenMW-CS how do you get the move x,y,z arrows to come up and is it possible to rotate items in the 0.39 release via the scene view? So far i've been editing the x,y,z co-ords manually via the instances panel which is really awkward unless you're fine-tuning the position.