Importing SketchUp models

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Adela G

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Jun 20, 2012, 5:35:37 AM6/20/12
to ARCH1101-2012
I preface my concern with the fact that I am well aware that I'm going
to fail the course regardless of my mark in this assessment. As a
result, I have no need for horrified pathos.

My concern stems from the fact that whenever I attempt to export my
building to cryengine, the model never shows up in the destination
folder I created for it. I'm aiming for the highest fail I can attain,
and thus feel I might be aided by there actually being a building in
my crysis environment.

Any suggestions would be welcome.

Adela

Jules Cromarty

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Jun 21, 2012, 12:59:47 AM6/21/12
to ARCH1101-2012
What does show up in the folder when you open it from windows
explorer?
I'm guessing a .dae file and a textures folder with .tif and .dds
textures in it?
If you don't have those then it would suggest your playup settings or
filepaths are incorrect.
If you have both of those, you are missing the .cgf file, that is the
file imported to cryengine.
This would suggest there is something about your sketchup model that
cryengine doesn't like.
This could include:

Incorrect name of component (use only letters, numbers and
underscores)

Bad geometry (ie too many polygons, lines, overlapping polygons)

Groups - I've made this mistake, when modelling in the past I've used
groups to keep things organised and then exploded them when i was
ready to make components to export. It is best to stick to components
only, and even then care needs to be taken to nest them within each
other correctly if it is a complex model.

Incorrect texture (ie not having pixel dimensions of powers of two,
stick to 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256 or 512x512,
etc)

To troubleshoot, using your sketchup file, create a simple box and
apply a suitable texture to it, make it a component and export as
normal. That should rule out the file path, naming, and textures as
possible problems.
Bad or complex geometry should be pretty obvious in a screen capture
if you want to provide one, or your model.
Use of groups and nesting will depend a lot on your modelling, and is
hard to diagnose without seeing your modelling process, but you can
probably recreate your problem, sticking to simple boxes and testing
out different nesting options based on what you know you have done in
your own model.
If you have created a component, then nested that component within
another component, for example, just create simple boxes to replicate
that and see if it works. Or if you created groups then exploded them
and created components, try that with boxes as well, as using boxes
with a texture you know works will rule out a few variables.

That should cover most common problems, but there's always the
uncommon ones...

Abraham

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Jun 24, 2012, 9:13:37 PM6/24/12
to arch11...@googlegroups.com

So how would you fix bad geometry without having to remake your whole model?

Alexi

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Jun 24, 2012, 11:19:35 PM6/24/12
to arch11...@googlegroups.com
Have you tried the "check normals" button on the Playup toolbar?
If there are any bad faces, they'll come up green. Check over your model to see if there's any bad overlaps

Cheers,

Alexi
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