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Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Sat Jun 11, 2011 6:33 pm
by DillonBarba
i dont know what i did wrong.

Image

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  <?xml version="1.0" ?> 
- <object>
  <Model>Data/Custom/funwith/overgrowthlogo.obj</Model> 
  <ColorMap>Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga</ColorMap> 
  <NormalMap>Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga</NormalMap> 
  <ShaderName>cubemap</ShaderName> 
  <MaterialPath>Data/Materials/default.xml</MaterialPath> 
  </object>
I've double checked the locations and theyre all fine.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Sun Jun 12, 2011 12:34 pm
by last
i think u need just to delete that "-" before <object> and its god to go.

your line - <object>
should be <object>

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Sun Aug 07, 2011 1:46 pm
by Endoperez
I had trouble getting my objects shading properly, and I finally found why the normal maps weren't working. The main problem was that the normal maps were baked with different rotation than the mesh was exported at. Since Object-space normals are aligned to the axes, rotating the object 90 degrees screws them up.

Blender's Object-space normals also seem to be different from Overgrowth's (or I'm doing something wrong), but that's easy to fix by inverting the Green channel.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Thu Oct 20, 2011 8:02 pm
by KiiNGz
I keep getting a error that says "Aborting load: generic type not recognized" what have I done wrong please help?

EDIT: I know what cause the error :D

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<?xml version="1.0" ?>
<Object>
        <Model>Data/Custom/kiingz/object/object.obj</Model>
        <ColorMap>Data/Custom/kiingz/object/object_texture.png</ColorMap>
        <NormalMap>Data/Custom/kiingz/object/object_normalmap.png</NormalMap>
         ADD CODE FOR SHADER PATH HERE
        <ShaderName>cubemap</ShaderName>
</Object>
You need to put the Shader path "<ShaderPath>Data/GLSL/cubemap</ShaderPath>" to tell this piece of code ---> "<ShaderName>cubemap</ShaderName>" where the cubemap can be found.So just add this

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<ShaderPath>Data/GLSL/cubemap</ShaderPath>
in-between <Normalmap> and <Shadername> so it should look like this

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<NormalMap>Data/Custom/kiingz/object/object_normalmap.png</NormalMap>
<ShaderPath>Data/GLSL/cubemap</ShaderPath>
<ShaderName>cubemap</ShaderName>
But now I have a new problem... when spawn the model it freezes for a 1 second and quits... im guessing it is something to do with the model but hmm..

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Fri Oct 21, 2011 4:24 am
by last
I use block.xml for my example what you did wrong
Here is original xml file

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<?xml version="1.0" ?>
<Object>
	<Model></Model>
	<ColorMap></ColorMap>
	<NormalMap></NormalMap>
	<ShaderPath></ShaderPath>
	<ShaderName></ShaderName>
</Object>
and here is your version of xml file
Notice the lover and upper cases (there is big differences if you are typing colourmap or ColorMap)
Also there is better vesion of object xml file look for arena objects or hex create objects

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<?xml version="1.0" ?>
<object>
	<model></model>
	<colourmap></colourmap>
	<normalmap></normalmap>
	<shadername></shadername>
	<materialpath></materialpath>
</object>
OK i add that newer version xml file format also here

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<?xml version="1.0" ?>
<Object>


<Model></Model>


	<ColorMap></ColorMap>
	<NormalMap></NormalMap>
	<WeightMap></WeightMap>
    <DetailMaps>
	<DetailMap colorpath=".tga" normalpath=".tga" materialpath=".xml" />	
	<DetailMap colorpath=".tga" normalpath=".tga" materialpath=.xml" />
	<DetailMap colorpath=".tga" normalpath=".tga" materialpath=".xml" />
	<DetailMap colorpath=".tga" normalpath=".tga" materialpath=".xml" />
    </DetailMaps>
	<ShaderName>detailmap4</ShaderName>
    <flags
        double_sided = "true"
        no_collision = "true"
        bush_collision = "true"
    />
</Object>
Edit: added <flags tag or whatever you call that but they are optional this means you don't have to use all of them when you don't need them.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Sun Oct 30, 2011 8:31 pm
by Markuss
KiiNGz wrote:You need to put the Shader path "<ShaderPath>Data/GLSL/cubemap</ShaderPath>" to tell this piece of code ---> "<ShaderName>cubemap</ShaderName>" where the cubemap can be found.
u sure about that? i thourght "ShaderPath" was replaced by "ShaderName" and there is no need to include "ShaderPath" anymore.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Mon Oct 31, 2011 3:20 am
by last
Markuss wrote:
KiiNGz wrote:You need to put the Shader path "<ShaderPath>Data/GLSL/cubemap</ShaderPath>" to tell this piece of code ---> "<ShaderName>cubemap</ShaderName>" where the cubemap can be found.
u sure about that? i thourght "ShaderPath" was replaced by "ShaderName" and there is no need to include "ShaderPath" anymore.
Yes you are right. maybe you missed my last example where i had final version of object xml file and there was allready <ShaderName>detailmap4</ShaderName>

this first example was maybe "bad" because this object is so old and nobody have'nt updated it, but it still works

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Tue Nov 22, 2011 2:15 am
by Markuss
last wrote:Yes you are right. maybe you missed my last example where i had final version of object xml file and there was allready <ShaderName>detailmap4</ShaderName>

this first example was maybe "bad" because this object is so old and nobody have'nt updated it, but it still works
cool, just checking that i hadn't written some wrong info in the guide.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Sun Feb 12, 2012 6:28 am
by Andrige
Thought I should share the settings that will work right out of the box when generating object-space normal maps for Overgrowth with xNormal.


Update: Typed out the information in case the image goes missing in the future.
---

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Model must face toward Z+ (direction could vary with program, I use Autodesk Maya)


xNormal normal bake settings:
X+ , Z- , Y+,
Set it to Object Space


Normal map colour channels:
Red channel = X+
Green channel = Z-
Blue channel = Y+

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Mon Apr 02, 2012 4:26 pm
by last
Don't remember when they added <flags tag into object .xml file but i think that it should be explained here.
So
double_sided = "true" - means object is textured inside and outside with same texture and normals map even when the object is originally 1 sided
no_collision = "true" You can walk trough that object without any resistance.
bush_collision = "true" There is some resistance when you collide with this object (some of the bushes has that feature like cypress_branch_large/small)
/>
</Object>[/code]
<flags tag ends with /> so here is an example.

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<?xml version="1.0" ?>
<Object>
    <Model>Data/.obj</Model>
    <ColorMap>Data/.tga</ColorMap>
    <NormalMap>Data/.tga</NormalMap>
    <TranslucencyMap>Data/.tga</TranslucencyMap>
    <WindMap>Data/.tga</WindMap>
    <ShaderName>plant</ShaderName>
    <flags
        double_sided = "true"
        no_collision = "true"
        bush_collision = "true"
    />
</Object>
Warning there may be some errors or game crashes when trying that feature with different shaders that may not support flags tag. Tried that with plant shader, cubemap shader and detailmap4 shader. With last one my game crashed.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Mon Feb 04, 2013 4:31 am
by MishoM
Johannes wrote:excellent work, you should put this on the wiki as well:
http://wiki.wolfire.com/index.php/Portal:Overgrowth
+1

Really great, and just when I needed it :)

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Tue Jul 01, 2014 12:52 pm
by akazi
<MaterialPath>ENTERPATHHERE<MaterialPath/> seems like it hasn't been working for a while.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Wed Aug 20, 2014 3:12 pm
by generalcrusher
You say that the textures should not be powers of two, but when I load my object it says that they should be powers of two. :?

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Wed Aug 20, 2014 4:02 pm
by akazi
generalcrusher wrote:You say that the textures should not be powers of two, but when I load my object it says that they should be powers of two. :?
They do need to be, I think you might have misread.

Re: Overgrowth 3D Reference Guide (Alpha)

Posted: Thu Aug 21, 2014 11:02 am
by generalcrusher
do I have to use object space normal maps or do tangent space normal maps work as well?