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01-18-22, 02:29 PM | #91 | |
Grey Wolf
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01-18-22, 02:37 PM | #92 |
Village Idiot
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Just playing with you Mate.
It is strange to many that somethings do not work as expected with programs like S3D or TDW's program for SH5. Both missed things and based their codes on false assumptions. Sometimes that was a Ego thing on their parts to NOT listen to suggestions. Sometimes it was a lack of understanding EXACTLY how the import target is constructed! S3D used ALOT of information from the Grey Wolves in it's construction. TDW's program aslo credits a Grey Wolf as soon as you open it! (Guess WHO privateer is!) |
01-18-22, 02:52 PM | #93 |
Grey Wolf
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01-18-22, 03:06 PM | #94 |
Village Idiot
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I may be the LAST Wizard left here at SubSim.
I look at the files in a way that others do not. With nothing but 010 Hex editor? I opened and changed the Bunker so one can walk all around! I'm probably the ONLY one left active that can change things and create a better future for other Modders. I am in debt to the ones that taught me. |
01-18-22, 03:30 PM | #95 | ||
Navy Seal
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I think you meant texture vertices. Didn't you? Quote:
This is for non-UV-mapped objects. For UV-mapped objects you must add three more numbers. Following the previous example: 3/10 31/7 15/25. This line tells us that vertices #3, #31 and #15 in the vertex list are connected to compose a face in the 3D space, and that vertices #10, #7 and #25 in the texture vertex list compose a face in the UV space, where vt #10 corresponds to v #3, vt #7 to v #31 and vt #25 to v #15. The errors I and Mister_M have been experiencing lead me to think - but this is only my guessing - that face definitions are written in dat/gr2 files only once, that secondary texture coordinates are stored in the same order as main UV coordinates, and that neither S3d nor GR2E read all the information stored in secondary obj file's face definitions in order to sort texture coordinates appropriately. |
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01-18-22, 03:44 PM | #96 | |
Navy Seal
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I was expecting some unbalance in vt count between the two files, but such a huge unbalance was really unexpected. Did you mess with secondary UV map? I mean: cutting edges which were originally joined or vice-versa? And since you are at it, can you check that vertices (v lines) are sorted in the same order in the UV2 obj file as in the main obj file? That's a quick comparison in WinMerge |
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01-18-22, 04:04 PM | #97 |
Grey Wolf
Join Date: Oct 2010
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If its my tramp steamer MisterM was writing about, this might also be my "fault" for using "lightmap pack" function for smaller faces to avoid problem I had where small and long faces like ropes and railings were omitted in AO baking. Lightmap pack uv-maps faces as separate rectangles in 2d space so there would be many more edge cuts in ao uvmap than in diffuse uv map.
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01-18-22, 04:10 PM | #98 | |||
Grey Wolf
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EDIT : So, order is different, a long block (nearly the first 1/3) has been put at the end... Yes Last edited by Mister_M; 01-18-22 at 04:22 PM. |
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01-18-22, 05:22 PM | #99 |
Village Idiot
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I guess I'm gonna need some crayons to explain things.
We ARE talking about dat file import of the files Mister_M sent me. I have not seen the ORIGINAL FILES! Just what I got today. In a DAT file? number of texture coords and faces does NOT matter! Unlike SH5 where it DOES matter! (Thus the addition of false info to balance a strict import) In Dat files, like GR2 files, ALL verts in ALL files MUST MATCH! The files I have show that the COUNT of verts is fine but the placement does not match between the main and AO obj files. Thus the Faces are off! Hell! For S3D and TDW's Tool? You could zero every Vert in the AO and as long as counts match? It will import! Because they DO NOT read and save the verts in the AO obj! Send me the ORIGINAL files. Last edited by Jeff-Groves; 01-18-22 at 05:42 PM. |
01-18-22, 05:46 PM | #100 |
Grey Wolf
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01-18-22, 07:00 PM | #101 | ||||
Navy Seal
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My suggestion is to switch to Blender for final model editing. This program supports object multi-mapping, i.e. the assignation of multiple UV maps on the same object. You can even import an UV map from one object to another identical object, so whatever changes you do to the model, you are sure that the two exported obj files will be identical in vertex/face structure. Else, if you want to stick to Wings3D, be more careful. You want to ungroup the main model? Immediately after, ungroup the AO model too. You want to regroup a group of sub models? Make sure that you regroup exactly the same objects for both models. Your actions on each model should be specular and you should perform them exactly in the same order for having a chance of success. Quote:
Last edited by gap; 01-18-22 at 07:27 PM. |
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01-19-22, 05:13 AM | #102 |
Grey Wolf
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I have checked the original Hull1.obj and Hull1_AO.obj of Kapuhy's model.
- in main model = vt = 2102 - in AO model : vt = 13772 - v lines are identical and in the exact same order No glitch in game. |
01-19-22, 05:38 AM | #103 |
Navy Seal
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Good news! That means that texture coordinates' count/ordering is not critical for UV2 import neither in granny models nor in .dat ones
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01-19-22, 05:40 AM | #104 | |
Grey Wolf
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Through in SH5 Goblin editor, it shows Armora having 69k verts and 28 k tris total while (comparable in size) stock N3SA1 is 27k verts and 11 k tris, so i'd say proportion is similar. EDIT: btw, Mister_M, if you'd like to make some changes to model in Blender I can send you .blend files so there's less importing/exporting. |
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01-19-22, 06:29 AM | #105 | |
Navy Seal
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I started using that program after Jeff's advise. Its texture baking utility features a lot of useful options for customizing the output. They can be a bit confusing at the beginning, but imo they are worth the effort of learning them. On medium settings, my bakes never missed a single texel even on very minute parts, but I must add that I always unwrap my models manually. |
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