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Madox58
02-11-07, 04:45 PM
Try what I do with the exported Obj files in this thread.

http://www.subsim.com/radioroom/showthread.php?t=105503

Lord_Kitchener
02-11-07, 04:50 PM
What about the OPEN HATCH thing?? Whay are you screwing with subpens?:damn:

urfisch
02-11-07, 05:11 PM
Try what I do with the exported Obj files in this thread.

http://www.subsim.com/radioroom/showthread.php?t=105503

thanks for the tip.

it might helped, if there would have been texture coords...but as i wrote theres just one material left after the export. so even via hexedit changing the header doesnt solved the problem...

:shifty:

bigboywooly
02-11-07, 05:24 PM
Textures are the biggest thing when exporting
I always lose mine
So have given up
:rotfl:

Dont you dare do that though

Madox58
02-11-07, 08:06 PM
I've never used C4D so i can't help you.
I always keep a copy of any thing exported with Pack3d so after working on the
object in 3ds Max I can look at the file with a text edit program
and fix some of the bad export jobs the plugins seem to do.
Like the Header info and from time to time, elsewhere in the file also.
If it doesn't look like the original in Deep Exploration, I edit by hand.

Madox58
02-12-07, 02:36 AM
Textures are the biggest thing when exporting
I always lose mine


I discovered tonite that when exporting the weapons crew with Pack3d
the texture gets changed from man_DCR.tga to casca1.tga.:huh:
Not sure which version I used as it was awhile ago.:88)

DivingDuck
02-12-07, 03:26 AM
Moin,

carrying the texture mapping forward to the game isnīt that complicated.
First of all make sure you assign the appropriate IDīs to all faces/polygons.
The textureīs names you use are unimportant. Export to *.obj and import using Pack3D.
Open your hex editor and search for the objectīs node. At the end of the data block youīll find all thatīs needed to assign the textures.The pic below contains all you need to know. (itīs an early stage screenshot of my speedboat *.dat)

http://img174.imageshack.us/img174/9909/hexeditingmaps002mz4.jpg

@privateer:
see the OBJECT 3D ID, it contains 15 digits only. 0A 8E EA A2 47 BB 85 2D. Seems that Pack3D uses to cut the leading 0.

@urfisch:
looking at the subpen screenshot I think it could be the same annoying issue as with the u-boat interior. The penīs 3D object data block probably contains a TMAP section. ref supposed it could be some kind of prelighting. But for now I donīt know how to bring that one in. Even re-importing the original *.obj results in a loss of this information. Thatīs the reason why it looks that foggy. Every other object that is brought into the scene looks pretty well lighted since it has itīs own TMAP section.

Regards,
DD

Venatore
02-12-07, 03:34 AM
There is sooooo much I don't know about computer programs. That looks like some sort of grand master maths formular :doh:. Good luck what ever you guys/gals are trying to achieve :o

bigboywooly
02-12-07, 10:54 AM
:hmm: What manner of langauge is all that
:rotfl:
Nah I still give up

Madox58
02-12-07, 11:25 AM
@DD Yes, I caught that little drop the 0 problem.
I'll look at the ID of the man_DCR.tga to see if it starts with a 0.
That may be the cause. I just changed the reference with a text
editor and all is well.

Here is the line after Pac3d export:

vt 0.0412762202 -0.0706884861
# List of faces (triangles)
usemtl casca1
f 1/1 2/2 3/3


Here is the fix:

vt 0.0412762202 -0.0706884861
# List of faces (triangles)
usemtl man_DCR
f 1/1 2/2 3/3

works perfectly.

Uber Gruber
02-12-07, 01:04 PM
Any old iron ?

urfisch
02-12-07, 01:15 PM
i managed to export the obj with texture data and coordinates (the riptide plugin works fine). but sh3 seems not to find the textures...its still all black. i have the same in c4d when he didnt finds a texture - its all dark black. not even to see outlines its just deep black. i think sh3 has for interior files some kind of other hierachy...as the work with "outer" files comes without problems. but i also recognized that the plugin does not transport specific texture attributes, as lighting, etc. and i think the inner textures have a kind of self-illuminating attribute. but there is also another light-ressource, which i and also diving duck havent found yet.

ideas are still welcome.

:huh: