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Old 09-28-12, 10:51 PM   #1651
BIGREG
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You can ,i think check the "Normals" box too ...

Quote:
and the trick with wings3d worked - exporting it in .obj which let's me load it properly into the 3dmax


Maybe ,after "re"-import in .GR2 editor ,re-export the mesh ,and try to import directly in 3DsMax to see if that work ...

I think that come from "o" normaly should/must be transform to "object" before the mesh name in .OBJ
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Old 09-28-12, 11:00 PM   #1652
Targor Avelany
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Quote:
Originally Posted by BIGREG View Post
You can ,i think check the "Normals" box too ...



Maybe ,after "re"-import in .GR2 editor ,re-export the mesh ,and try to import directly in 3DsMax to see if that work ...
I'm also going to compare the files, want to see what is the difference
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Old 09-28-12, 11:07 PM   #1653
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interesting that after comparing the original and the wings3d export, I have about 4k lines of vn coordinates more in the original

and less vt's...

the differences are actually very interesting...
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Old 09-28-12, 11:11 PM   #1654
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VN is "Normal" vertice
take a look in the 3DsMax help for more infos...

VT is texture vertice or named UVW ...(maybe ,Wings3dD/3DsMax have just optimised (welded) some VT )
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Old 09-29-12, 12:23 AM   #1655
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Quote:
Originally Posted by BIGREG View Post
VN is "Normal" vertice
take a look in the 3DsMax help for more infos...

VT is texture vertice or named UVW ...(maybe ,Wings3dD/3DsMax have just optimised (welded) some VT )
I figured as much.
And "welded" is not exactly good, is it?
ugh... still so much to learn and understand
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Old 09-29-12, 03:14 AM   #1656
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Sorry,for the response time ...
No, this is not a problem that the VTs are welded (that get make no change and this is better )
You can see the VT=UVW= texture coordinate in the .GR2 editor in the meshes menu :



and in 3DsMax/Wings3D ,use the "modifier" Unwrap UVW" to see or make change...



As you see in the window you can weld the "Vertex" without make a change ... you can too,change the position/size etc...

Note:This is for that ,This is two files exported : Diffuse and AO and they can/have not the same VT number (this is the only thing ,that can be different between the two files..)
Eg:in the QR1 room is only two AO=(self-illumination/shadows) textures for the all room...

Here the same with the vertex texture welded :



Ho ! Man, i have slept only 4 hours,i need a coffee ...
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Last edited by BIGREG; 09-29-12 at 04:18 AM.
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Old 09-29-12, 05:12 PM   #1657
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Some where back in this thread I posted about how programs adjust things once you export them.

This is a problem in several ways.
You end up with odd counts on import.

That may not raise issues with the Game right now.
But once you compound things like this?
Who knows what effects can show up down the road?
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Old 09-29-12, 05:53 PM   #1658
BIGREG
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Hi Privateer

But,for me ,i have no problems to import/export and ingame
(the only thing ,i have not resolve for the moment is the "dark" wall in the radio room ,that come not from normals ,AO(self-illumination or of the material setting
(i have all try ,new mesh,new material,displacement etc...)
in GR2 editor/goblin is OK,but not ingame always "gloomy/dark"

Maybe,that come from the light on the opposite wall (above the radar)

Ps:i have change many thing in QR1 (walls,furnitures without problems )
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Old 09-30-12, 12:54 PM   #1659
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actually figured out why I had so much problems with exported files:

The exported files use comma for decimals, while blender and 3ds max use periods.

Can't believe that such a small thing was such a pain.
But makes me wonder why is it not adjustable in either of the modeling programs

and there is another thing: 3ds and blender when export put double-space after each command before the actual values: "v 0.0216985169....."; in order for it to work in the importer/exporter you have to have only one space.

Last edited by Targor Avelany; 09-30-12 at 01:16 PM.
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Old 09-30-12, 03:28 PM   #1660
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OK..

The first successful import. And yeas, I still have lots of work, but I'm just happy... and you can laugh at silly me (still need to fix the textures):

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Old 09-30-12, 03:39 PM   #1661
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Great
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Old 09-30-12, 04:33 PM   #1662
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following the instructions :P

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Old 09-30-12, 04:41 PM   #1663
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This is one file that,the editor can't not open (same with the US radar)...

Nothing to do, without an answer from TDW

Ps:you can open the charactere.GR2 , but many errors will appears ,just click "OK" and wait .....long time...... to open it (many textures ,get not loaded too...)

Note: resize you "send pictures" to 1280 wide for easier view for all
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Old 09-30-12, 05:20 PM   #1664
Targor Avelany
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Quote:
Originally Posted by BIGREG View Post
This is one file that,the editor can't not open (same with the US radar)...

Nothing to do, without an answer from TDW

Ps:you can open the charactere.GR2 , but many errors will appears ,just click "OK" and wait .....long time...... to open it (many textures ,get not loaded too...)

Note: resize you "send pictures" to 1280 wide for easier view for all
will do in the future. Haven't thought about it at first.
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Old 10-02-12, 04:40 PM   #1665
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Quote:
Originally Posted by BIGREG View Post
Hi Privateer

But,for me ,i have no problems to import/export and ingame
(the only thing ,i have not resolve for the moment is the "dark" wall in the radio room ,that come not from normals ,AO(self-illumination or of the material setting
(i have all try ,new mesh,new material,displacement etc...)
in GR2 editor/goblin is OK,but not ingame always "gloomy/dark"

Maybe,that come from the light on the opposite wall (above the radar)
The math used to compute new 3D model imports is flawed.
I've pointed that out in past posts.
Not to be rude but to point out flaws needing looked at.
It's my educated guess that that COULD be part of your problem at this point.
Only TDW can change the code to account for the weirdness I see when checking some things.
I use outside programs to adjust files before import.
Then I get a true GR2 style imports with no weirdness in the numbers I see.

Once you compound errors on top of errors?
You WILL sooner or later see the effects.
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