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Old 05-14-2008, 05:25 PM   #1 (permalink)
Plastic Bonsai
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Default UMC2 Problems

I've started this to at least let the Bucc thread die in peace.

Card Models is UMC2's home and it's very happy here with lots of nice, friendly people who can now use this thread to highlight any problems they have with it and suggest any new features it could have.

Some have been unfortunate in not getting the program to start straight away. So far the most common problems are that the program or the model is in a long directory path or that the path contains "." which really confuses it when trying to identify the file type.

So if at first you don't succeed: Try short directory paths with no "." in them and this might be a very short thread!
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Old 05-16-2008, 07:09 AM   #2 (permalink)
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Sorry PB.. I'm code challenged, so I can only explain (stuff) in laymen's terms ~ I'm not really sure if this one is a coding problem, I'm simply missing a step /setting, or its specific to .mdl format.

Exported materials issue ~ when exporting to .mqo format.

e.g. an imported .mdl model may have X number of textures. When exported to .mqo format ( and opened in META) there seems to be multiples of each texture + several redundant textures listed in META's materials properties.. its not really a major concern, it just makes editing and working with the textures a little more complex. Any insight on this ?.


+ Possible tip for UMC2 users.

I can't say if its specific to my system, however, I've resolved several exporting hiccups by rescaling a model down by .1 or smaller before exporting (exporting to .mqo format in particular)


Thanks for starting this thread PB !
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Old 05-16-2008, 10:55 AM   #3 (permalink)
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Hi Gearz

Edit->Tidy Materials should reduce the material and texture count to the essentials. The .mdls generally have textures for each components and they get repeated.

If you are patient then Edit->Tidy should do this as well as well as it reducing the vertex count which might make the model more whole.

When I export to mqo I invariably have to re-scale as the mdls are huge. I select the wingspan (y) to be 200 using Transform-> Scale

I think I have fixed a bug which makes the .mqo now exportable directly to Peparuka.
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Old 05-23-2008, 02:57 PM   #4 (permalink)
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Where can one get UMC2 to come up with problems if any?
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Old 05-23-2008, 04:51 PM   #5 (permalink)
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Default Caveat Emptor

Quote:
Originally Posted by sergbuto View Post
Where can one get UMC2 to come up with problems if any?
http://forum.zealot.com/downloads.php?do=file&id=20
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Old 06-16-2008, 05:58 AM   #6 (permalink)
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PB ~ help! ~ I'm trying to ramp my UMC2 skills, however a minor hick-up is giving me grief.

* Regardless of menu selection or key selection, a hand ( cursor) is always present in the model window that rotates the model with cursor movement. Its hard to select a panel when it keeps dodging the cursor, so how do you de-activate it / stop the model from rotating with cursor movement.? The answer is probably right under my nose but I can't find any obvious menu command/ key / key combo..
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Old 06-17-2008, 02:36 AM   #7 (permalink)
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Default This is the perfect time to panic!

Sorry Gearz

But that is what the program does at the moment. It used to defeat me when I tried to fix this but...

Spookily I tried a solution to it last Friday, the only significant PC time I get usually, where the model/observer only moved if the left button is pressed so you can turn through greater than 360. I found I had put in a feature which confounded me. It now appears to work OK but I have to slightly re-jig the activation logic that the left key uses now. It also felt a bit weird as I am so used to the feature.

I hope I can reproduce the standard model view actions of pep and meta but I like the moving observer option as well.

A few of the edit options are available through key presses and one or two menus pop up on left key press to ease the current problem.

And before you try it the latest beta program doesn't let you add panels using the on screen editing - that does work in 1.3 though.
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