[SOLVED:Cause-OgreMax conflict] Everything messed up !

javierpc

21-03-2008 18:28:28

Hi, i don't know what happens, when i load the scene in ogre everything is messed up. You can see what i mean in these screenshots.





Please help :(

Evak

21-03-2008 18:54:29

Did you resetting the Xforms and collapse the stack? they are in the 3dsmax Utilities Tab. That usualy solves those kinds of problems. Thats the first thing I try when troubleshooting.

Also ungrouping everything if they are grouped. and testing again.

javierpc

21-03-2008 19:18:00

I have collapse everything, but now i see different thing depending on the angle and distance :(

any other idea?

thanks ;)

Lioric

22-03-2008 23:15:11

Could you provide more details, what exactly is "different depending on the distance", are some objects displyed and others dont, or are they being modified in any way (scaled or position changes)?

Post screenshots or a more detailed description of you issue

Are you loading the meshes manually or the scene automatically?

Use a simple application to load and test your meshes

Enable bounding box display for all of your objects to define if that might be the issue

javierpc

23-03-2008 14:36:50

Well i'll explain it better.

I load the scene automatically, i'm using the demo that comes with ogremax, so i load the .osm.

About the bounding boxes, the application crashes when i set the showBoundingBoxes. (in execution time, not compiling...)

And about a deeper description of waht i can see is...

When i get closer i can see more things, the scale it's ok, but almost everything isn't in his correct place.

If i delete the helpers I have, when i load it in Ogre I can't see anything. Maybe this can help ^^


[edited]
I realised, than in ogrelog, it was telling me to use the OgreMeshupgrader, i used it, i updated all mesh, and everything is like before.

[edited2]
I'll explain what i do, step by step, maybe i'm doing something stupid, but there is no documentation about oFusion.

I open my .max, i apply a Standard-bllin-grey material (without changin anything) I collapse everything to a single object. I use oFusion export scene function, i clic export... (without changing any option).

should it work?

Evak

25-03-2008 17:50:24

I found the problem for javierPC. His max files were still referencing Ogremax. Thought I'd mention it here incase anyone else has similar problems.

Ogremax creates a object called OgreMaxSceneSettings01 which influences every object in the scene. (See how all the meshes in the merge dialoge turned blue.)



So when I merged the ogremax scene into 3dsmax to rid myself of the Ogremax dll messages, I found that OgreMaxSceneSettings01 was causing all the meshes to load positioned overlapping roughly at 0,0,0. Not only in Ofusion but in 3dsmax itself.

So if anyone else is coming from Ogremax, and saved a scene whilst ogremax was installed, and wants to load that scene later without ogremax, they have to merge the original ogremax scene excluding the OgreMaxSceneSettings01 object. All the meshes then get their correct transforms back.

Lioric

26-03-2008 01:57:22

Good catch :)

javierpc

26-03-2008 02:26:06

Im going to try now, i hope it works, anyway, thank u very much :DDD

I'll tell what happens later :P

javierpc

26-03-2008 04:13:43

it works :D

But the result is not as i expected :(

It looks muh better in 3ds :/

I have seen really nice scenes in ogre, but this is very poor :( although the textures are wrong.


Thanks u all for the help, problem solved.

Evak

26-03-2008 16:35:26

JavierPC, from your mesh it looks like you are into Architectural Visualisation. Your models are better suited to static pre rendering than realtime applications. 600,000 triangles and over 1000 batches is too much.

Depending on what your scene is for, you should create a low poly version of your building use a few tiling textures across your mesh. For all the detailes, render a normal projecting your high poly mesh to your low poly one and put fairly largenormal maps in a second UV channel.

you only need to model the railings that you will see up close to the camera, using lower poly the higher you go up, and quads with alpha when you won't notice that they arent modeled.

Takes a different set of skills to get something to look good in realtime than pre rendered work. A lot more restrictions than regular rendering with mental ray etc.