SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-09-23, 09:04 AM | #16 |
Grey Wolf
|
|
06-09-23, 09:10 AM | #17 |
Grey Wolf
|
... and here to test result in S3D: https://www.mediafire.com/file/e3d2h...Model.dat/file
(you have a yellow button in the window "Model preview" of S3D: "Enable ambient occlusion map") |
06-09-23, 09:29 AM | #18 | |
Frogman
|
Quote:
__________________
Rasulullah SAW. said: “A Syaheed will be forgiven for all his sins, except Debt |
|
06-09-23, 09:40 AM | #19 |
Grey Wolf
|
|
06-09-23, 09:45 AM | #20 |
Frogman
|
Well I means After you export/import it
__________________
Rasulullah SAW. said: “A Syaheed will be forgiven for all his sins, except Debt |
06-09-23, 09:47 AM | #21 |
Grey Wolf
|
|
06-10-23, 05:29 PM | #22 |
Village Idiot
|
You've moved verts between the 2 obj files.
Doing that moves the final tex coords. S3D only imports the tex coords/faces for the UV2 obj. That information is stored in the TMAP section of a dat. I've replaced all verts infomation with 0's in some files and imported the UV2 files! Why do you want to edge split anyways? Trying to gain fame off of others work? Seems the main objective anymore. Last edited by Jeff-Groves; 06-10-23 at 05:41 PM. |
06-11-23, 02:01 AM | #23 | ||
Grey Wolf
|
Quote:
First, thank you for paying attention to my "problem" and explaining things. I have only basic knowledge about 3D modeling, unlike you. So, I'm always seeking for improving my skills. For the final in-game aspect. The smooth aspect doesn't render the hard edges (despite the AO map) and I don't like it. After all, this is an object that is relatively big and in a very visible place, so I think it's important to have a perfect final aspect. Quote:
I know that the "intellectual property" is a very sensible subject among the modding community. I myself created some stuff for SH3, and I'm not happy when people use my work in their mods without asking me or even crediting me... To answer directly: your assumption is wrong. Firstly, I do this only for personal convenience. Secondly, I will always credit the original modder if I use a part of his work. That's why, for example, I've written everywhere (in S3D and on the folder) that the object comes from Wise type VII U-Boats mod. Did I ever pretend that I created it myself?! Now, it's up to you to choose your belief. Finally, I'm still waiting for a solution. A detailed explanation on how to correct this, or how to edge-split 2 same objects with different UV-map in a correct way would be very appreciated! You said that I've "moved verts between the 2 obj files." I don't understand this, because the uv-map looks like the same after the edge-split process. Note that I did that in Wings3D, and with manual method: duplicating the model, then deleting the faces of a same orientation on the first model, then deleting the other faces on the second model... and so on until all different orientations are separated. Note that I prefer to understand things rather than getting fixed files. As the saying goes: "If you give a fish to a hungry man, you will feed him one day. Teach him to fish and you will feed him forever." Last edited by Mister_M; 06-11-23 at 02:49 AM. |
||
06-11-23, 11:03 AM | #24 |
Village Idiot
|
I'd say the easiest way to fix the problem is this.
Open your adjusted uv2 object, Do a re-uv to the FUMO29.tga being as that is just a simple texture. Export that and save as FuMO29GEMA.obj Then import with S3D. Or quicker yet, Copy the uv2 object and save it as FuMO29GEMA.obj, then import. Looks fine in S3D that way. As to objects with much more complex UV mapping on the main object file? I can't help you as I do not use Wings3D. I'd render a guess and say that you might need to follow the exact same steps on each obj file. So if deleting faces? Delete the exact same faces in the exact same order on both obj files. 3DS Max is much easier to do since it allows multiple UV channels. Last edited by Jeff-Groves; 06-11-23 at 11:36 AM. |
06-11-23, 11:54 AM | #25 | ||
Grey Wolf
|
Quote:
Quote:
So - trying to explain with my own words - the problem comes from the file where the UV-map is stored (.mtl, and then in the TMAP section of a .dat file): the order of the faces are not the same between MMM.obj and MMM-uv2.obj, consequently the AO map for a face is placed on another face of the model (so at a wrong location). Am I correct?... |
||
06-11-23, 12:05 PM | #26 |
Village Idiot
|
Yeah. Your pretty much correct.
If you compare your obj files in say, SweetScape 010, you will see the differences in your verts. An obj file is just a text file so you can open them in notepad and see the differences. Now. The mtl file is ONLY a pointer to a texture. All Verts, Faces, Normals, and Texture coords are in the obj file. V= Vert VT= Texture VN= Normal F= Face When one has a FULL understanding of how an obj file works? They can do amazing things to them. Last edited by Jeff-Groves; 06-11-23 at 12:14 PM. |
06-11-23, 12:35 PM | #27 | |
Grey Wolf
|
Quote:
|
|
06-11-23, 12:56 PM | #28 | |
Village Idiot
|
Quote:
I wrote programs to do things like that but for a different problem/Game. In the case of your problem files? I'd re-UV the uv2.obj to match the stock UV of the main file. As was my first suggestion. Not solving future issues I understand. Again, I don't use Wings3D but iambecomelife does. He may be able to help you more then I can. Send him a PM and tell him I sent you to him. I am finishing up Tools to assist him with Animations. I'm also testing a different FREE 3D program that handles obj files and does animations. Art of Illusion looks interesting. |
|
06-11-23, 01:10 PM | #29 | |
Frogman
|
Quote:
__________________
Rasulullah SAW. said: “A Syaheed will be forgiven for all his sins, except Debt |
|
06-11-23, 01:21 PM | #30 | |
Village Idiot
|
Quote:
I am 65 years old! I started 18 years ago! Learn how to program Mate! IF you can figure out what steps to take? You can write a program to do it for you! Now in Mister_M's case? The verts and following information is out of order from the main obj file. One could write a program to read the main file and then resort the uv2 files to match. I did a somewhat simular Tool for SH5 that I never released. That one was a little more involved due to how they needed to be done. |
|
Thread Tools | |
Display Modes | |
|
|