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AG124
02-04-06, 09:52 PM
Does anyone here know how I or anyone else can fix the issues with texture mapping which are currently being caused by pack3d? I was having a look at another program (Blender) but I can't get it to work properly. :(

http://www.blender3d.org/cms/Home.2.0.html

AG124
02-04-06, 10:02 PM
Although, here's an interesting tutorial for texture mapping in Wings3d. :hmm: Having trouble with it though.

http://neoengine.emedia-solutions-wolf.de/neoengine-api/html/WingsUVMapping.html

iambecomelife
02-04-06, 10:41 PM
I'll have to take a look at that. There are a lot of really great ship parts that can only be used on their parent models because they're mis-textured when placed on other ships.

AG124
02-05-06, 10:08 AM
If you have any luck with it, please let me know. Some of my texture problems are severe, although I am now choosing parts which fit better.

Polak2
02-05-06, 11:21 AM
I am a newbie here, but allow me to give my 2c :
Problems happens in models when their parts are multimaterial. Or Multi/Sub Materials as the call them. Assignment of materials to subparts is incorrect, but it comes from *.mtl file which is part of the of the original data.
I think if we could "unscramble" that text *.mtl file and put the materials in correct order the problem should be resolved.

I may be also that *.mtl file is missing one on the materials on the list. Why I am saying this? When I subject the multimaterial model to script splitting the model into the individual submaterial parts - one of the part is dissapearing.This leads me to conclusion that something (material) is missing.

NoLine
02-05-06, 12:35 PM
thats not a bad idea Polak2
can we not use the *.mtl generated by pack3d to fill the missing data ?

Polak2
02-05-06, 01:57 PM
Further investigation how 3D editor "sees" extracted 3D multisub objects yielded more complicated picture:

Summary Info for (at Frame 0)

Objects:
Cast Receive Motion
Name Type Verts Faces Shadows Shadows Blur Hidden Frozen Material (Type)
------------------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------------------
default Editable 4620 2861 Yes Yes No No No Default (Multi/Sub-Object)
default_mat1 Editable 0 0 Yes Yes No No No concrete2 (Standard)
default_mat2 Editable 166 136 Yes Yes No No No Pavaj (Standard)
default_mat3 Editable 1200 656 Yes Yes No No No Brick_wall_black (Standard)
default_mat4 Editable 1178 610 Yes Yes No No No Bricks_roof_D (Standard)
default_mat5 Editable 622 472 Yes Yes No No No Steel (Standard)
default_mat6 Editable 116 58 Yes Yes No No No arm_cement (Standard)
default_mat7 Editable 6 4 Yes Yes No No No brick_wall1 (Standard)
default_mat8 Editable 36 24 Yes Yes No No No WWIIPosters (Standard)
default_mat9 Editable 124 64 Yes Yes No No No hkomandantur (Standard)
default_mat10 Editable 76 38 Yes Yes No No No lager (Standard)
default_mat11 Editable 206 154 Yes Yes No No No Window01 (Standard)
default_mat12 Editable 40 20 Yes Yes No No No Window02 (Standard)
default_mat13 Editable 12 6 Yes Yes No No No cellar2 (Standard)
default_mat14 Editable 4620 2861 Yes Yes No No No Gate_D (Standard)


Scene Totals:
Objects: 15
Shapes: 0
Cameras: 0
Lights: 0
Helpers: 0
Space Warps: 0
Total: 15

Mesh Totals:

Verts: 13022
Faces: 7964
Materials:

Default ( Multi/Sub-Object )
concrete2 ( Standard )
Pavaj ( Standard )
Brick_wall_black ( Standard )
Bricks_roof_D ( Standard )
Steel ( Standard )
arm_cement ( Standard )
brick_wall1 ( Standard )
WWIIPosters ( Standard )
hkomandantur ( Standard )
lager ( Standard )
Window01 ( Standard )
Window02 ( Standard )
cellar2 ( Standard )
Gate_D ( Standard )

concrete2 ( Standard )

Pavaj ( Standard )

Brick_wall_black ( Standard )

Bricks_roof_D ( Standard )

Steel ( Standard )

arm_cement ( Standard )

brick_wall1 ( Standard )

WWIIPosters ( Standard )

hkomandantur ( Standard )

lager ( Standard )

Window01 ( Standard )

Window02 ( Standard )

cellar2 ( Standard )

Gate_D ( Standard )




Notice that for example Mat#1 which is concrete2 has no vertices and faces which is INCORRECT, same with last one Gate_D which shows to be on ALL elements of this model. This is also wrong.
Those materials in between are also incorrectly assigned, but they may not appear so evidently incorrect as the ones I used as an example.

What I am trying to say is this: all known 3D editors which we use to edit extracted models may get wrong/scrambled picture from extractor. Of course that only applies again to Multimaterial objects - the single materials are OK. I'll keep up some more digging.