Values incorrect when exporting a box

Rak'kar

16-05-2007 19:23:05

I created a box with a length, width, and height of 40 meters. It is located at 99.065, -0.252, 0. The exported values are incorrect. There is nothing else in the scene, no properties are set, no materials, and I set no other parameters. I uninstalled and reinstalled, no difference. Happens both with and without the hotfixes. Resetting the transforms makes no difference. It happens every time.


<oe_scene>
<sceneManager type="1" />
<bkgcolor r="0" g="0" b="0" />
<lightColor r="0.5" g="0.5" b="0.5" />
<shadowTechnique type="0" tex_size="512" tex_count="1">
<color r="0" g="0" b="0" />
</shadowTechnique>
<entities>
<entity name="Box04" hidden="false" filename="Box04.mesh" CastShadows="yes" ReceiveShadows="yes">
<position x="3900.1772" y="0" z="9.9068909" />
<rotation x="0" y="0" z="-0" w="-1" />
<scale x="1" y="1" z="1" />
</entity>
</entities>
</oe_scene>



<mesh>
<submeshes>
<submesh material="Box04_mesh_material" usesharedvertices="false" use32bitindexes="false" operationtype="triangle_list">
<faces count="12">
<face v1="0" v2="1" v3="2" />
<face v1="2" v2="3" v3="0" />
<face v1="4" v2="5" v3="6" />
<face v1="6" v2="7" v3="4" />
<face v1="8" v2="9" v3="10" />
<face v1="10" v2="11" v3="8" />
<face v1="12" v2="13" v3="14" />
<face v1="14" v2="15" v3="12" />
<face v1="16" v2="17" v3="18" />
<face v1="18" v2="19" v3="16" />
<face v1="20" v2="21" v3="22" />
<face v1="22" v2="23" v3="20" />
</faces>
<geometry vertexcount="24">
<vertexbuffer positions="true">
<vertex>
<position x="-787.402" y="0" z="787.402" />
</vertex>
<vertex>
<position x="-787.402" y="0" z="-787.402" />
</vertex>
<vertex>
<position x="787.402" y="0" z="-787.402" />
</vertex>
<vertex>
<position x="787.402" y="0" z="787.402" />
</vertex>
<vertex>
<position x="-787.402" y="1574.8" z="787.402" />
</vertex>


Here's the max file.
http://www.rakkar.org/ofusion/Box.zip

syedhs

16-05-2007 21:39:22

I cant open your max since mine is 3dsmax 8, but my guess is probably pivot was not at the center of the box?

Rak'kar

16-05-2007 21:57:50

Good idea. However, if that were the case resetting the transform would fix the problem. Anyways, I reset the pivot as well and the same problem still happens.

syedhs

16-05-2007 22:06:12

I have quite a few boxes where the symptom was as described by you. But honestly I didn't quite investigate them because I dont use boxes -> all of them are converted to trimesh/convex shapes (Ageia PhysX). Since I am not using boxes, I simply convert them all to editable mesh/polys and then reset X-form. Voila.. problem solved.

Rak'kar

16-05-2007 22:23:56

I think this may be a bigger problem. I have a case where I have 4 fighters in my game, all the same size. But when I load the bounding box in the game, 2 of them are half the size they should be. I checked probably a dozen times and am absolutely positive they are correct in MAX. Now that I saw this problem I realize with 99% certainty that oFusion is exporting incorrectly.

syedhs

16-05-2007 22:36:20

Bounding box is a known problem and can be recitifed by OgreMeshUpgrade.exe although Ofusion should have exported it correctly in the first place. But it is not a big obstacle for me, just a minor irritation.

Rak'kar

16-05-2007 22:41:16

Yes that is true and now I have to run the mesh upgrader every time I export. But this problem is much more serious where the values exported are totally wrong.

Rak'kar

16-05-2007 23:50:34

OK on this one the file unit scale and system unit scale were different. I still do have the problem with the fighters though.

Lioric

17-05-2007 01:58:16

Do you mean the AABB issues with the "fighters" objects? or are they being exported with incorrect values/positions?