SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-02-21, 05:10 PM   #1
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Quote:
Originally Posted by gap View Post
For your small ship models, did you adopt secondary UV channel and, if so, which steps did you follow?
Step by step, my workflow is:

1) Model the ship and UV-map it for diffuse texture
2) Paint the diffuse texture
3) Merge objects I have into "final" objects that will be exported into game
4) Create second UV channel (yes, Blender does have the option) and make it UV-map for AO texture
5) Bake AO texture on this second uv-channel
6) Export objects into GR2 editor

I never had any problem with vertex order this way.

Quote:
Originally Posted by gap View Post
As far as you know, is Blender capable of importing two or more UV maps from two identical (except for UV coordinates) obj files?


Now, with import I honestly don't know. Only ship I had to import from game was Armed Trawler I was disarming, and I didn't even bother importing second uv map - I simply baked a new AO map for modified ship and exported it to replace the old.

Quote:
Originally Posted by gap View Post
Is it possible to preview the blending of the two textures connected with each UV map directly in Blender?
Maybe, but again - I never had the need to do it so I don't know.

Quote:
Originally Posted by gap View Post
When you choose to export the model as an obj file, can you choose which one of the UV maps will be exported on file?
Yes. In Blender, one of UV maps assigned to selected object is always set as active, and it will be used for obj export. So you export object Whatever.obj, switch to second uv map, and export again changing filename to Whatever_AO.obj.

EDIT: Also regarding uv-mapping in Blender - I use 2.78, which doesn't have the option to see/edit uv map for multiple objects together, but there's an addon called Multiple UV Maps Editing which allows to do just that. In 2.80 from what I hear the option is already added.
kapuhy is offline   Reply With Quote
Old 03-02-21, 05:26 PM   #2
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,321
Downloads: 130
Uploads: 0


Default

I explained LONG AGO how to trick TDW's tool to do a strict import.
Why strict? It avoids his routine that adds to the file size!
Totally implemented that routine incorrectly!

Given my troubles when logged in?
I'll not explain it all again at this time.
__________________
I don't do Stupid. So don't ask.
Jeff-Groves is offline   Reply With Quote
Old 03-02-21, 05:54 PM   #3
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Jeff-Groves View Post
I explained LONG AGO how to trick TDW's tool to do a strict import.
Why strict? It avoids his routine that adds to the file size!
Totally implemented that routine incorrectly!

Given my troubles when logged in?
I'll not explain it all again at this time.
Jeff I am sending you an e-mail
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 03-04-21, 03:27 PM   #4
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Quote:
Originally Posted by Jeff-Groves View Post
I explained LONG AGO how to trick TDW's tool to do a strict import.
Why strict? It avoids his routine that adds to the file size!
Totally implemented that routine incorrectly!

Given my troubles when logged in?
I'll not explain it all again at this time.
That's a shame, really - it would be very important information to every SH5 modder (because yes you are right - GR2 Editor loose import does seriously inflate file sizes and it's not a good thing from performance perspective) and despite searching your posts for words like "strict" or "import" I couldn't find the explanation you mention. Hopefully, you'll reconsider and if you do, it should really be stickied or something so it's easy to find for everyone.
kapuhy is offline   Reply With Quote
Old 03-04-21, 11:32 PM   #5
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,761
Downloads: 441
Uploads: 2


Default

Quote:
Originally Posted by kapuhy View Post
That's a shame, really - it would be very important information to every SH5 modder (because yes you are right - GR2 Editor loose import does seriously inflate file sizes and it's not a good thing from performance perspective) and despite searching your posts for words like "strict" or "import" I couldn't find the explanation you mention. Hopefully, you'll reconsider and if you do, it should really be stickied or something so it's easy to find for everyone.
Jeff is just saying that his internet service is bad, and re-posting would be difficult. He might be stuck with using his cell fone, or a dial-up connection. The one thing I can find is the discussion in [TEC]GR2 files and Granny Viewer Quite a few top-notch modders discuss the issue. I have not browsed through the whole thread, not being an SH5 modder myself, but maybe you'll hopefully find something useful in there?
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-05-21, 02:53 AM   #6
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Quote:
Originally Posted by propbeanie View Post
Jeff is just saying that his internet service is bad, and re-posting would be difficult. He might be stuck with using his cell fone, or a dial-up connection. The one thing I can find is the discussion in [TEC]GR2 files and Granny Viewer Quite a few top-notch modders discuss the issue. I have not browsed through the whole thread, not being an SH5 modder myself, but maybe you'll hopefully find something useful in there?
Oh, in this case I'm sorry for having misunderstood it - I thought Jeff was being angry at having to explain this again (something I could certainly relate to having briefly worked as a teacher in the past )
kapuhy is offline   Reply With Quote
Old 03-05-21, 11:49 AM   #7
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,321
Downloads: 130
Uploads: 0


Default

Yes. I was getting slammed when logged in. Could not post nor PM.
Everything seems back to normal now thank goodness!



As for searching past posts?
Search for Madox58


Here's the thread with SO MUCH information it blows peoples minds!
https://www.subsim.com/radioroom/sho...06#post1757906
__________________
I don't do Stupid. So don't ask.

Last edited by Jeff-Groves; 03-05-21 at 12:20 PM.
Jeff-Groves is offline   Reply With Quote
Old 03-05-21, 04:23 PM   #8
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,910
Downloads: 22
Uploads: 0


Default

/\ did U get the pic I PM'd? That took an hour of hunting in The Bilge thread.
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is online   Reply With Quote
Old 03-02-21, 05:53 PM   #9
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Thank you for your detailed answers kapuhy

Quote:
Originally Posted by kapuhy View Post
Step by step, my workflow is:

1) Model the ship and UV-map it for diffuse texture
2) Paint the diffuse texture
3) Merge objects I have into "final" objects that will be exported into game
4) Create second UV channel (yes, Blender does have the option) and make it UV-map for AO texture
5) Bake AO texture on this second uv-channel
6) Export objects into GR2 editor

I never had any problem with vertex order this way.
Okay, then I will switch to Blender for creating the second UV map. In my case the AO UV-mapping is already done, so I will have to switch steps 1) and and 4), but I think this is not a problem.

Quote:
Originally Posted by kapuhy View Post
Now, with import I honestly don't know. Only ship I had to import from game was Armed Trawler I was disarming, and I didn't even bother importing second uv map - I simply baked a new AO map for modified ship and exported it to replace the old.
Okay, from what I read in the document below that should be possible, but I will check if/how it works directly in Blender.
I find Blender's interface counterintuitive (or maybe I am just too used to Wings3D's friendliness), so I might get a little while for me to get used to it, but the advantages are definitely worth any little delay.

https://docs.blender.org/manual/en/2...anagement.html

Quote:
Originally Posted by kapuhy View Post
Maybe, but again - I never had the need to do it so I don't know.
Not a feature that you can't do without, but I would rather prefer to preview the effect of all the textures of an object directly in the 3D editor, rather than having to wait for GR2 Editor import.

Quote:
Originally Posted by kapuhy View Post
Yes. In Blender, one of UV maps assigned to selected object is always set as active, and it will be used for obj export. So you export object Whatever.obj, switch to second uv map, and export again changing filename to Whatever_AO.obj.

EDIT: Also regarding uv-mapping in Blender - I use 2.78, which doesn't have the option to see/edit uv map for multiple objects together, but there's an addon called Multiple UV Maps Editing which allows to do just that. In 2.80 from what I hear the option is already added.
Using 2.90.1 here
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:28 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.