Kendra opened this issue on Jan 09, 2018 ยท 14 posts
Bejaymac posted Sun, 14 January 2018 at 3:11 PM
The following files are the ones that cause me problems.
Atlantis_stargate.obj - appears to load but nothing shows in viewport
event_horizon.obj - crashed my graphics drivers at the same time as crashing DS
OBJ08_transporter.obj - crashes DS due to garbage and partial face data
storage_room_wall.obj - crashes DS due to garbage and partial face data
I've gone through every .obj and most of them have garbage of some sort in them, not enough to cause loading issues but it's there none the less, and the cause of all this, UVMAPPER, it's adding junk into the files. The partial face data in two of the above files doesn't come from those mesh, UVMAPPER is holding onto data from a previous mesh, and adding it along with all the garbage when you save out the current mesh.
Having said all that I have gone through every .obj and cleaned out all of the garbage, so it all now loads into DS (except for the Poser primitives used in the PZ3, as I don't have any of my Poser stuff installed).
Right back to the OP.
Exporting all of it from Poser is a bad idea, as you now have a single mesh instead of multiple mesh, that will make setting up cameras and lights a pain, as you won't be able to hide walls like you can if you loaded the Poser files, especially when you realise that Poser lights and cameras are a waste of HDD space to a DS user.
As for textures, the settings in an .MTL file are basically the same as P4 material settings, as a result a lot of the textures used in the material room won't show up in an .MTL, DS has the exact same problems as it can only see the P4 material settings in a p5+ material file.
One main issue with this item is the large amount of texture tiling going on, Posers U & V scale is a P5+ setting and as such wont show in an MTL or in DS. Studio does have texture tiling, iirc most of the shaders people use in DS have it, it just doesn't use the same system as Poser.
Horizontal Tiles = 1 divided by U_Scale
Vertical Tiles = 1 divided by V_Scale