Since many people that use Blender have noticed that they have some problems with OBJ files
The viewport does not automaticly show textures. To make the textures show up follow this video.
*It is possible that Noesis exports a mtl by default or by using the command once*
And for the Noesis fix, its very simple.
When you open a model in Noesis, navigate to file>export.
The export window will show up.
The window contains a bar named "Advanced Options"
Click that and type in:
After that be sure to check "Flip UV's" and check if for any reason the export isn't set as obj. After that export as obj.
Now search and open your mtl with
Notepad ++
It will look like this
Code:
newmtl materialname
Kd 1.000000 1.000000 1.000000
Ks 1.000000 1.000000 1.000000
Ns 1.000000
Now the problem is that everything is mapped but the material doesnt have it's texture assigned. To fix this add a line like this one:
Code:
map_Kd *texturename.extension*
The final result would look like this:
Code:
newmtl materialname
Kd 1.000000 1.000000 1.000000
Ks 1.000000 1.000000 1.000000
Ns 1.000000
map_Kd texturename.extension
Now save the mtl and now it should work.
(03-03-2012, 12:29 PM)Enigma Wrote: [ -> ]Since many people that use Blender have noticed that they have some problems with OBJ files
The viewport does not automaticly show textures. To make the textures show up follow this video.
*It is possible that Noesis exports a mtl by default or by using the command once*
And for the Noesis fix, its very simple.
When you open a model in Noesis, navigate to file>export.
The export window will show up.
The window contains a bar named "Advanced Options"
Click that and type in:
After that be sure to check "Flip UV's" and check if for any reason the export isn't set as obj. After that export as obj.
Now search and open your mtl with Notepad ++
It will look like this Code:
newmtl materialname
Kd 1.000000 1.000000 1.000000
Ks 1.000000 1.000000 1.000000
Ns 1.000000
Now the problem is that everything is mapped but the material doesnt have it's texture assigned. To fix this add a line like this one:
Code:
map_Kd *texturename.extension*
The final result would look like this:
Code:
newmtl materialname
Kd 1.000000 1.000000 1.000000
Ks 1.000000 1.000000 1.000000
Ns 1.000000
map_Kd texturename.extension
Now save the mtl and now it should work.
Is there a quick-fix for DAE textures?
I don't know what you mean... if you are referring to modifying the texture paths in the .DAE so that they load on the model properly, then this here tells you how to do it.
(11-19-2011, 11:39 PM)Peardian Wrote: [ -> ]Very nice for your first rip! There's just one more thing you need to do to it before I upload it. You don't have to re-export it or anything, as it only requires a little bit of tweaking of the DAE with a text editor. I recommend Notepad++ because it's free and really nifty.
When you open up the DAE, you'll see a section like this near the very top:
Code:
<image id="Image">
<init_from>../../Programs/Noesis/EmongaEyeNl</init_from>
</image>
<image id="Image1">
<init_from>../../Programs/Noesis/EmongaBodyNl</init_from>
</image>
<image id="Image2">
<init_from>../../Programs/Noesis/EmongaMouthNl</init_from>
</image>
</library_images>
This is what gives the locations of the textures for the loaded model. Unfortunately, Noesis doesn't really set these properly, so you have to tweak them yourself. You want it to look like this:
Code:
<image id="Image">
<init_from>EmongaEyeNl.png</init_from>
</image>
<image id="Image1">
<init_from>EmongaBodyNl.png</init_from>
</image>
<image id="Image2">
<init_from>EmongaMouthNl.png</init_from>
</image>
</library_images>
The unnecessary folder paths were removed, and the file extension was added to the end. That way, the textures will load properly when you open the model.
This is very helpful and all but i have one problem. the Textures on ada wong is not there how do i add the textures to the model?
I am satisfied with you and you are in right .
Thank you so much for this x.x
Nice, just to let you know the post isnt showing up properly on my iphone - I think there is a plugin you can grab that takes care of that now.
This information is very constructive for correct planning. I like your work for providing information to the other.