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Old 08-16-15, 04:30 PM   #351
areo16
Sonar Guy
 
Join Date: Oct 2013
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Quote:
Originally Posted by kovall View Post
which file you are interested in ?

NSS_Uboat7a.TRA.GR2 ?
Well, NSS_Uboat7c.TRA.GR2 first. 7a is not as popular.

I have good news. I got it in S3D. These are my steps:



1. Export meshes using GR2 Editor version 1.1.272, with textures.

2. Extract each subset using 3ds max to individual obj file. Make sure textures are found on import.

3. Extract each subset AO using "Unwrap UVW" in 3ds max to individual uvw file.

4. Rename uvw file to "object file name"-uv2.uvw

5. Create node in S3D with label exactly same name as obj file and import into S3D. Make sure textures are found on import.

6. Success with convert from SH5 GR2 to S3D obj with uv2 mapping!



But now I have other problem. I am having a hard time matching up the ambient occlusion and Normal\Bump textures in S3D. I know what textures that go with each mesh as they are listed in the .mtl file. But in mtl file exported from GR2 Editor is listed for example this format:

map_Ka (base texture?)
map_Kd (base texture?)
map_Ks (base texture?)
map_d (ambient occlusion?)
map_bump (Normal\Bump?)
bump (Normal\Bump?)

Am I labeling them correct? Ka, Kd, Ks = base texture. d = AO, bump = Normal\Bump ???


Problem: Ambient Occlusion texture is rendering black for mesh. Or the ambient occlusion is appearing on surface wrong. Or mesh will appear in game with only base texture and no AO.

Thanks.

EDIT:

fixed AO texture problem. You have to invert normals in 3ds max for AO obj, before the Unwrap UVW. Now everything works great!

Cheers!

Last edited by areo16; 08-16-15 at 05:06 PM.
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