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Old 10-18-13, 09:11 AM   #2056
Rongel
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Originally Posted by gap View Post
Yes, don't ask me why, but for me it worked. This is what I did, in case you want to try again:

- exported crate meshes from small_generic_01.GR2 (default export options, but I could have selected only vertex coordinates);
- imported/edited/exported them in Wings 3d;
- imported back in GR2 Editor (strict import. Only vertex coordinates were required, but I coud as well import the remainig stuff with no apparent flaws).

What GR2 Editor version are you using? Your problem likely comes from there. If you want, I can send you my edited obj file for you to check if you can import it
Ok, thanks, I'll use your file, tested it and it looks good! Probably GR2 editor doesn't like my Blender, or it is a regional thing like Targor suggested. Anyway, I'm happy now, no need to spend more time in this!
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Old 10-18-13, 10:54 AM   #2057
gap
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Originally Posted by Rongel View Post
Ok, thanks, I'll use your file, tested it and it looks good! Probably GR2 editor doesn't like my Blender, or it is a regional thing like Targor suggested. Anyway, I'm happy now, no need to spend more time in this!
Okay, let me know if you find any other flaw which might require a quick GR2 Editor tweak.

Talking about it, today I had a discussion with Torpedo about the dull appearance of the obs scope beam. Having had a look into its meshes, I realized that retexturing it would require new diffuse and/or AO mapping, and the setting of new texture definitions in Room_CR.GR2.

Tedious task, but probably feasible. How important is the fixing of this flaw to you, guys? Should I spend my time on it?
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Old 10-18-13, 02:26 PM   #2058
periunder
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Originally Posted by gap View Post
What do you mean?

"This tool" has nothing to do with SH3 models. It only handles GR2 files...
I apologize. Let me clarifiy.

I extracted GRf2 files from the interior of the type 7 in SH5, and wanted to insert them into SH3 using s3d. I was successful, with the base model coordinates, but not the shader coordinates. I tested the extracted interior models in several programs and they gave the same results, that the shader coordinates were corrupted. Do you know what the issue is?

I tried this a 6 months ago. Any new versions since?
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Old 10-18-13, 07:09 PM   #2059
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Originally Posted by periunder View Post
I apologize.
No need for it: no offence taken. I was just trying to put things clear.

Quote:
Originally Posted by periunder View Post
I extracted GRf2 files from the interior of the type 7 in SH5, and wanted to insert them into SH3 using s3d. I was successful, with the base model coordinates, but not the shader coordinates. I tested the extracted interior models in several programs and they gave the same results, that the shader coordinates were corrupted. Do you know what the issue is?
Do you mean the AO texture mapping? Corrupted like this:

http://www.subsim.com/radioroom/show...postcount=3770
http://www.subsim.com/radioroom/show...=189818&page=7

Those posts refers to the opposite problem (I was trying to import some custom made meshes in a GR2 file), but maybe they could also apply to your case.

Which GR2 file/mesh did you try to export exactly?

Quote:
Originally Posted by periunder View Post
I tried this a 6 months ago. Any new versions since?
Unfortunately no
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Last edited by gap; 10-18-13 at 07:24 PM.
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Old 10-20-13, 08:41 AM   #2060
Madox58
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Originally Posted by CPF View Post
I get the same results as you, using Blender. The file size after export from GR2 Editor is 335kb. Import to blender, and export without making changes, file size is 109kb. I tried the same file using XSI Softimage, the file size is larger (421kb) without changes. There is an AO map created, even though none is listed under materials in GR2 Editor.
I talked with gap about the file size on export and how RAD has the files stored in the GR2 files.
Don't recall if it was by PM, E-mail, or in a thread here somewhere.

I refer to it as 'shuffeling' or adding redundant verts to balance file sizes.

Importing the files into most 3D programs gets those thrown out as most programs optimize by default.
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Old 10-20-13, 08:53 AM   #2061
gap
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Originally Posted by privateer View Post
I talked with gap about the file size on export and how RAD has the files stored in the GR2 files.
Don't recall if it was by PM, E-mail, or in a thread here somewhere.

I refer to it as 'shuffeling' or adding redundant verts to balance file sizes.

Importing the files into most 3D programs gets those thrown out as most programs optimize by default.
Yes, I remember you saying it, three of maybe four weeks ago. What I don't get is the pupose of the redundant data and if we can discard it with no damage done
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Old 10-20-13, 09:01 AM   #2062
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Originally Posted by gap View Post
Yes, I remember you saying it, three of maybe four weeks ago. What I don't get is the pupose of the redundant data and if we can discard it with no damage done
I just got called to go work on some ceramic tile job.
I'll post later tonite with details on why GR2 files use the redundant verts info.
You might check past posts in this thread to see if that's where We talked about this. It was when you had problems with the barrage balloon imports.
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Old 10-20-13, 02:16 PM   #2063
periunder
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Originally Posted by gap View Post
No need for it: no offence taken. I was just trying to put things clear.



Do you mean the AO texture mapping? Corrupted like this:

http://www.subsim.com/radioroom/show...postcount=3770
http://www.subsim.com/radioroom/show...=189818&page=7

Those posts refers to the opposite problem (I was trying to import some custom made meshes in a GR2 file), but maybe they could also apply to your case.

Which GR2 file/mesh did you try to export exactly?



Unfortunately no
Yes the AO texture mapping. I believe it was all of the AO texture mapping that were corrupted in everything I was extracting. I was extracting everything in the aft torpedo room interior.
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Old 10-20-13, 02:30 PM   #2064
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Originally Posted by periunder View Post
Yes the AO texture mapping. I believe it was all of the AO texture mapping that were corrupted in everything I was extracting. I was extracting everything in the aft torpedo room interior.
What were you useing to extract the meshes?


If you mean the Room_TRF.gr2 I get perfect exports myself.
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Old 10-20-13, 03:19 PM   #2065
periunder
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Originally Posted by privateer View Post

If you mean the Room_TRF.gr2 I get perfect exports myself.
A little heads up for you in the future: "TRF" stands for "torpedo room fore".

Thought you might want to know that, before you start prophesying to everyone that TRF is the aft torpedo room.
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Old 10-20-13, 03:26 PM   #2066
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OK. Back to the redundant verts in the GR2 files...........
If you look at the way the verts are coded into the GR2 files you see 2 texture channels.
1 is the main texture the other the AO.
Now both have the same number of verts but different number of texture coords.
They must all go in the same place so a way to match numbers is used.
By adding redundant verts those numbers are made to match.

I'd suspect the granny engine can decide which are just placer verts and discards them on the fly.

On exporting the meshes from the GR2 we see a file size that gets reduced if we use many of the 3D programs to import then export with no changes.
the reason is most programs optimize the obj and dump those extra placer verts.
Some 3D programs even warn that there are extra verts on import.
And then proceed to dump them.

Do you follow me so far?
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Old 10-20-13, 03:29 PM   #2067
periunder
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Originally Posted by privateer View Post
OK. Back to the redundant verts in the GR2 files...........
If you look at the way the verts are coded into the GR2 files you see 2 texture channels.
1 is the main texture the other the AO.
Now both have the same number of verts but different number of texture coords.
They must all go in the same place so a way to match numbers is used.
By adding redundant verts those numbers are made to match.

I'd suspect the granny engine can decide which are just placer verts and discards them on the fly.

On exporting the meshes from the GR2 we see a file size that gets reduced if we use many of the 3D programs to import then export with no changes.
the reason is most programs optimize the obj and dump those extra placer verts.
Some 3D programs even warn that there are extra verts on import.
And then proceed to dump them.

Do you follow me so far?
Yes. Are the extra verticals a problem with exporting into s3d?
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Old 10-20-13, 03:29 PM   #2068
Madox58
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Originally Posted by periunder View Post
A little heads up for you in the future: "TRF" stands for "torpedo room fore".

Thought you might want to know that, before you start prophesying to everyone that TRF is the aft torpedo room.
I didn't prophesize anything. I simply misread the posts.
Fix your own problem then as I'll not offer you help any longer.


Good luck as I can tell you'll need a boat load of it!
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Old 10-20-13, 03:32 PM   #2069
periunder
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Originally Posted by privateer View Post
I didn't prophesize anything. I simply misread the posts.
Fix your own problem then as I'll not offer you help any longer.


Good luck as I can tell you'll need a boat load of it!
At least I can tell the difference between common sh5 files.

It looks like you'll need a submarine of your own, because it seems your in over your head.


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Old 10-20-13, 03:34 PM   #2070
gap
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Do you follow me so far?
Thank you privateer, your explanations make perfect sense now. Is there an easy way for matching again diffuse and AO texture coordinates?
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