Tank Exporter

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FlorinSzasz
Posts: 7
Joined: Mon Sep 02, 2024 8:19 pm

Tank Exporter

Post by FlorinSzasz »

Hi, i have a question when i try to load a primitve from any object which i had exported with pkg explorer in tank exporter so i can export it to fbx i get this error message ,,Primitive failed to open,, also i run the last version of tank exporter. Do you know what can cause this problem?
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coffee
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Location: PA

Re: Tank Exporter

Post by coffee »

I fixed this.. it will be in the next update. :)
I'd love to change the world but I can't get it to compile.
FlorinSzasz
Posts: 7
Joined: Mon Sep 02, 2024 8:19 pm

Re: Tank Exporter

Post by FlorinSzasz »

Thank you very much!
admin
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Joined: Sat Sep 07, 2024 4:24 pm

Re: Tank Exporter

Post by admin »

Come back and get the new version :)
You are very welcome! Consider a small donation:) The button works now.
FlorinSzasz
Posts: 7
Joined: Mon Sep 02, 2024 8:19 pm

Re: Tank Exporter

Post by FlorinSzasz »

admin wrote: Sat Sep 07, 2024 4:39 pm Come back and get the new version :)
You are very welcome! Consider a small donation:) The button works now.
Sure i will make one, but still it doesnt work could be something on my end maybe i did a clean install on pkg explore and tank exporter.
https://ibb.co/1R4gLm0
https://ibb.co/PrWLsFM
https://ibb.co/LNQZw5D
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coffee
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Re: Tank Exporter

Post by coffee »

Make sure you set the res_mods path to the same game version you are loading data from.
TE can't load things out side the version it's set to. (or path.. it can be set to anywhere but the game won't find files in it.)
I just move everything in to the latest res_mods folder. Currently 1.126.0.0
I'd love to change the world but I can't get it to compile.
FlorinSzasz
Posts: 7
Joined: Mon Sep 02, 2024 8:19 pm

Re: Tank Exporter

Post by FlorinSzasz »

coffee wrote: Tue Sep 10, 2024 2:28 pm Make sure you set the res_mods path to the same game version you are loading data from.
TE can't load things out side the version it's set to. (or path.. it can be set to anywhere but the game won't find files in it.)
I just move everything in to the latest res_mods folder. Currently 1.126.0.0
Yes you were right it works now :D
FlorinSzasz
Posts: 7
Joined: Mon Sep 02, 2024 8:19 pm

Re: Tank Exporter

Post by FlorinSzasz »

coffee wrote: Tue Sep 10, 2024 2:28 pm Make sure you set the res_mods path to the same game version you are loading data from.
TE can't load things out side the version it's set to. (or path.. it can be set to anywhere but the game won't find files in it.)
I just move everything in to the latest res_mods folder. Currently 1.126.0.0
I wonder is this a bug or some buildings load with missing textures? (or i do something wrong again)
https://ibb.co/GsGK8TR
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coffee
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Re: Tank Exporter

Post by coffee »

This is because the Devs changes how the shader works for atlas materials.
I need to rework the shader but its going to take a lot of reverse engineering.
I'll get to it but right now, I am working to get a much better file transport setup.
You can shut off textures to see the building with out texturing.
I'd love to change the world but I can't get it to compile.
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coffee
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Re: Tank Exporter

Post by coffee »

This is how they work and why they are used. all about rendering speed.
I had all this figured out and i don't think it should be horrible to fix it.
ChatGPT is great for getting edified!

Sure! Here’s the description of atlas texturing formatted for PHPBB, with line breaks for easier reading:

```
Atlas Texturing
Atlas texturing, also known as texture atlasing, is a technique used in 3D graphics to optimize the rendering of multiple textures. Here's how it works:

Concept:
- Single Texture Sheet: Instead of using separate texture files for each model or texture, multiple textures are combined into a single larger texture called an "atlas."
- Texture Coordinates: Each model uses UV mapping to refer to specific regions of the atlas instead of individual texture files. This requires adjusting the UV coordinates so that they point to the correct part of the atlas.

Benefits:
1. Reduced Draw Calls: By using a single texture atlas, the number of draw calls to the GPU is minimized. This improves performance, especially in real-time applications like games.
2. Efficient Memory Usage: It reduces the overhead of loading multiple textures, which can save memory and improve loading times.
3. Batching: When multiple objects share the same atlas, they can be rendered together in a single pass, which is more efficient.

Implementation Steps:
1. Create the Atlas: Combine multiple textures into a single image. This can be done using texture packing tools or software like Photoshop, GIMP, or specialized tools like TexturePacker.
2. Adjust UV Mapping: Modify the UV coordinates of the 3D models so that they reference the correct positions in the atlas.
- For example, if a texture that was previously using coordinates (0, 0) to (1, 1) now needs to point to the upper left corner of the atlas, its UV coordinates will change accordingly.
3. Shader Adjustment: Ensure that the shaders used for rendering can handle the atlas. The shader must sample the texture using the modified UV coordinates.
4. Mipmapping: Consider how mipmaps will be generated for the atlas, as it will affect texture quality when viewed at different distances.

Use Cases:
- Game Assets: Commonly used in games for character skins, environment textures, and UI elements.
- Performance Optimization: Particularly beneficial in mobile or real-time applications where performance is crucial.

Overall, atlas texturing is an effective way to manage and optimize textures in 3D graphics, leading to better performance and reduced resource usage.
```

You can copy and paste this directly into your PHPBB forum!
I'd love to change the world but I can't get it to compile.
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