First steps with OBJ and problem

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Kappes Buur
 
 
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First steps with OBJ and problem

Post by Kappes Buur »

My first steps with obj and I'm experiencing some problems with exporting as obj
and importing as obj. :(

This is the map

[imgur]https://i.imgur.com/Shxa6Vh[/imgur]

I highlight all sectors and export as obj. That seems to work.

Then I make a new map with one sector and import the obj

[imgur]https://i.imgur.com/xOIrQP7[/imgur]

I click on Import and this comes up

[imgur]https://i.imgur.com/F9Dp4oJ[/imgur]

Hopefully somebody can advise me on what went wrong .
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Darkcrafter
Posts: 564
Joined: Sat Sep 23, 2017 8:42 am
Operating System Version (Optional): Windows 10
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Re: First steps with OBJ and problem

Post by Darkcrafter »

GZDoom Builder exports everything not like an ordinary geometry but like a set of independent polygons that aren't really connected to each other. I'm sorry but there is no way around it to make it work this way, btw. GZDoom Builder just told you what's wrong. In 3ds max you can apply subdivide or tesselate (triangular mode) modifier. But you can do this with a free tool called MeshLab: https://vimeo.com/156213133

Why would you need to export it as obj and import it again. Do you want just to rescale it? Rescale it inside of the builder then select all the points in the vertices mode and right click on them. Multiply or divide so you could resize the height as well.
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Darkcrafter
Posts: 564
Joined: Sat Sep 23, 2017 8:42 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support

Re: First steps with OBJ and problem

Post by Darkcrafter »

I have described the case incorrectly.
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Darkcrafter
Posts: 564
Joined: Sat Sep 23, 2017 8:42 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support

Re: First steps with OBJ and problem

Post by Darkcrafter »

I discovered a pretty decent solution to the problem. You have to use a 3d modeling software to weld vertices together within a specific amount of threshold. Then it becomes one solid 3d mesh that maybe also manipulated in such a way that it can be tesselated or smoothed, be projected by a height map applied over its surface to add more high frequency detail.
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