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Iīm trying now with other ships, letīs see what happens :hmm: |
The SH4 ships use external skins.
Replace the chunks that call the outside skin and place the skins IN the dat. Even in SH3, external skins cause problems for Pack3d. I now do this as standard practice and have FAR fewer problems. Once work is done, re-hex the dat to call outside skins. |
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Pack3d
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between these two cfg#TXR_ I think? http://immagini.p2pforum.it/out.php/...hexfuso009.jpg BEST REGARDS UBOAT234 |
http://i108.photobucket.com/albums/n...SH4/Remove.jpg
This is what has to go. (Be sure to keep this chunk as we put it back after all work is done) I'll get part 2 up shortly showing what to put in it's place. |
Ok, open up NBB_Rodney from SH3 in Pack3d and a hex editor.
http://i108.photobucket.com/albums/n.../Install_1.jpg Extract the above with the hex editor and save it to a file. Note the ID's!! Now extract this area with the hex editor http://i108.photobucket.com/albums/n.../Install_2.jpg We want to attach this to the end of the first block we extracted. Note the IDs!!! Change the ID's to match the ID's from part 1 and place it in the SH4 dat. EXACTLY where we took out the multi skin stuff. Reopen the SH4 dat in Pack3d. If you did it right, it will open and show the new info and your almost done!!! Now import the skin for the ship and go to work!! Once done, reverse the process. The whole swap takes about 5 minutes. :up: |
Pack3d
Hi,
Have completly remapped the sh3 NPPL, for sh4 with damage .obj and only one tex (the work not ended), without TMAP section. And it work fine. http://immagini.p2pforum.it/out.php/t139223_nppl001.jpghttp://immagini.p2pforum.it/out.php/t139226_nppl003.jpghttp://immagini.p2pforum.it/out.php/t139227_nppl002.jpg Have tried with unit of sh4 but failure all my thousand hex :hmm: The problem is the completly remap of TMAP section? Have try to duplicate a face and this face work fine, the original face is a disaster! For fix the error in import .obj from pack3d, I have cancel some cfg#txr to .mtl file. Here original extracted from Pack3d: http://immagini.p2pforum.it/out.php/i139221_fix002.jpg Here the edited: http://immagini.p2pforum.it/out.php/i139222_fix001.jpg Anyone have other info for rework/remap of the main hull, of unit sh4? BEST REGARDS UBOAT234 |
...
I think only the solution of privateer, is right. Have try to import an .obj, after the insert of image? BEST REGARDS UBOAT234 |
Outstanding work :up:
I have no idea about HEX editing, thatīs why I didnīt continue my efforts on importing ships... when you are ready, and if you have time, could you please post a tutorial/explanation on how to solve the textures issue? Or one about HEX editing? Thanks and great work! |
TMAP
Some information for TMAP, I think the big problem for rework unit.
To store information on texture maps EI uses a TMAP chunk. TMAP chunks are associated with an object. An object has one TMAP chunk for every texture that is applied to it. This chunk contains information about the texture image such as the dimensions of the bitmap image (this can be troublesome for the exporter as it simply cannot reference a texture map and output its name; rather, it must load the image header for the file from disk to determine its dimensions so that the exporter can store that information in the TMAP chunk). The TMAP chunk also stores the type of projection to use when it is being mapped onto the object. This seems like a very strange thing. Another chunk (TMEI) stores information on what the projection looks like but doesn't store the type of projection it represents! This is why the TMAP appears before the TMEI in the file. The TMAP chunk also includes information about the images bounding box. If you do not import this chunk, you must delete the secondary image stored in folder unit: O01 and N01, but it work without MIPMAP render. Is not the best solution ;) BEST REGARDS UBOAT234 |
Bump Map and Light Texture
Hi,
Many that have tried to clone, and rework the 3d .obj, extracted with Pack3d or Datextractor, (...I am one of this) in first it has had this problem: http://immagini.p2pforum.it/out.php/...4_image005.jpg After an analysis, I have seen, in hex, some error. Only with Pack3d I have worked and it is the cause. The solution is rework in hex and transfer the data, of the 3d object, in a good file .dat, without error. Where it maintains also the chunk TMAP. But the problem now is another. This is not a good result Here the result: http://immagini.p2pforum.it/out.php/...4_wrong001.jpg In second time I have tried thousands experiments and in one of these I have cancelled, from the folder of unit, the image: O01.dds. The result has been that the lights and the shadows are disappeared, but the object is correct: http://immagini.p2pforum.it/out.php/...4_wrong004.jpg http://immagini.p2pforum.it/out.php/...9_wrong005.jpg In this case, I have added some face of the original object, and it work fine, (without light and shadows) http://immagini.p2pforum.it/out.php/...2_fixcr001.jpg The Texture Map of the Light Texture it is mistaken or it does not exist. I think... the technique of Bump Map and the Light Texture require an Map I cannot demonstrate this, but the search of information, has arrived here. Another problem is insert this information in the .obj Wavefront file and import this in .dat file. Many questions that, in this moment do not have answers. If anyone have some information for this, it can post here :up: BEST REGARDS UBOAT234 |
Light Map
Hi,
In these days, one student university has explained me something that is making a examination with 3d studio. The Light map is one of more high complex sources during the rendering. In order to reduce the times of calculation, especially in the creation of animations or applications in real time, and possible to precalculate the lighting system, to save it on texture. The mechanism, also producing close to the real, turns out particularly effective for the luminous effects that according to do not vary the position of the observer (surrounding light and lambertiana reflection). It is spoken about Light Map, when the texture come used in order memorize all the luminous phenomena. For the texture O01.dds, the light map, is necessary make a new texture, because the model is changed (import modify and export). In 3d Studio exist a function for render this texture. In next day I study this and I post a tutorial. For anyone it wanted to try, here there are the photos that it has sent to me, are not much clear, perhaps but someone knows these shielded. In any case, anyone have some information for try and to explain me :up: http://immagini.p2pforum.it/out.php/...clusion001.jpg http://immagini.p2pforum.it/out.php/...clusion003.jpg http://immagini.p2pforum.it/out.php/...clusion004.jpg http://immagini.p2pforum.it/out.php/...clusion005.jpg The solution is in this step. It write: Through the commando Rendering - > Rendering on texture, is possible to precalculate the total lighting system caused the Skylight and save it on texture. It must in the first place, to cancel the creation of permanent materials, and to specify the folder in which the texture they will come saved. The present objects are selected therefore on the scene, and they join with the push-button You add a object. Is possible therefore which phenomenon is wanted to be precalculated: in this case one lighting system map. The dimensions of the texture are specified therefore to create, and deselect the voices Shadows and Direct Light On, in order to generate only containing maps the indirect lighting system. Continue... BEST REGARDS UBOAT234 |
Will this be exported along with the object file?
Remains to be seen. Will Pack3d import this info? Being as Pack3d was not written to support this, I doubt it. I see what is needed. Now I need to see how we can import this. |
Light Map
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Here there are some information that you can understand better than me: http://www.webreference.com/graphics/game3/3.html Can you try? I dont have 3d Studio :cry: BEST REGARDS UBOAT234 |
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Well, I think there is a misunderstanding here with the terms we are using :D A light map in 3D is just what you explained very well above, but that is not what the game is using... The game uses an OCCLUSION map, not a LIGHT MAP (thatīs where the letter "O" comes from in the file). People in this forum (even me) uses both words indiferently but there is a BIG difference between them. A LIGHT MAP, as you said, is a texture generated by the computer by "bakeing" all the effects produced by given lights in a scene, this are basically shinings and shadows (to explain it briefly :D) In the other hand, an OCCLUSION MAP is just a map generated by the computer that just darkens the closed corners of a 3d object to SIMULATE the effect of a global ilumination without using any real lights. Itīs just a "simulation" or "fake" and thatīs just the difference with the Light Map (where are real lights the ones that generate the map). Here I did a pic so you can understand what an occlusion map is easily: http://img.photobucket.com/albums/v2.../Occlusion.jpg So, the game uses an occlusion map (not a light map ;)) with a normal and a color map to generate the shading of the objects in the game. Anyway your post made me think in something that I hadnīt notice before... Looking at the Occlusion maps of the objects and their respective color maps itīs obvious that the occlusion map is using a different UV map than the color and normal map are using... so we have an .obj with two different UVs for 3 textures. Now we know that itīs impossible to use Pack3D (in their actual versions) to unpack or repack .dat files for SH4 since the software is designed for SH3... .dat files are much more complex now than in SH3. Look: http://img.photobucket.com/albums/v2...oZS/SHmaps.jpg I have no idea how to unpack .dat files without messing all this info (thatīs what actual versions of Pack3D are doing) Maybe someone could ask the developers how the H**l did they do to pack/unpack this freaking files? :up: |
Light Map
Hi,
I have tried to rework the Light Map of my "Conte Rosso". I have Re-Textured and Re-Mapped the main object, the hull with bridge. I have tried to change, with my software 3d, the model: Duplicate face, add new Face, ecc. and to Remap these, in way standard, as we made before with SH3. After I have asked the software to create the light-map, and have saved this, with the same name of the original ...*O01. Without to change nothing, I have exported the model 3d, and import this with Pack3d, in to the .dat file. In hex have changed some byte. In this case I have changed only some poligon and the Light-Map, is not true, only the map for some obj. and it is a SUCCESS!:up: The theory was exact. This is the original Map *.O01 http://immagini.p2pforum.it/out.php/...shadows007.jpg This is the map that I have created *.O01 The map is totally different of the original and not ended. She was only in order to try the mapping. http://immagini.p2pforum.it/out.php/...shadows008.jpg Here the result: http://immagini.p2pforum.it/out.php/...shadows001.jpg http://immagini.p2pforum.it/out.php/...shadows010.jpg All the one which I have modified it is in place. There are some other not mapped, because I dont have mapped this. There are many things to explain. But before I want to still try with all the objects and to see if it works fine. After I post all :up: BEST REGARDS UBOAT234 |
Moin,
have been away for a while and it will take time to be up to date with all the new information. The info you both have collected meanwhile are very interesting. But have you noticed already, that the _001.ddsīALPHA channel is completely different from the RGB channels? That means we have to maps in one file. This alpha channel is applied using the same vertex coords as the _T01.dds file, while the RGB channels have their own texture coords. Skwasjer made some good points on that. http://img95.imageshack.us/img95/145...lpha001xm5.jpg This is a small coastal merchant mapped with the _O01.ddsīalpha channel only. The RGB channels use the vertex coords stored in the TMAP. Regards, DD |
Ok
Right,
But have news for this in work. Now I am in my office and I am working. Perhaps this evening I have other good news. BEST REGARDS UBOAT234 |
Texture Occlusion
Hi,
Here the instruction for create the *.O01.dds http://www.alexmunn.com/html/class_levels_shaders.htm BEST REGARDS UBOAT234 |
Railing
A simple tut for import the .obj and separate the railing when you import the file:
1) In first copy/backup, all file .obj extracted from Pack3D, in other folder. 2) Opend the file in a text editor, I use Notepad++ but important is after the work, save with ANSI code. Search all reference cfg: http://immagini.p2pforum.it/out.php/i150606_maya013.jpg The second reference is usually the Railing Change this, for ex. add a number, in this case I have added the number "2" to the end: http://immagini.p2pforum.it/out.php/i150608_maya012.jpg In File .mtl delete the chunk dmg and add the same number before to according to material. Here the original .mtl http://immagini.p2pforum.it/out.php/i150611_maya014.jpg Here the modified: http://immagini.p2pforum.it/out.php/i150615_maya015.jpg Save all file opened. When import this the new .obj created, you can separate the railing with the command ungrop or when this is opened, select the object with a command: Select object with this material. It depends on the used software, but usually this command is common to all. Continue... BEST REGARDS UBOAT234 |
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