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Test subject - motor coaster |
@kapuhy
Those files are exactly what I wanted to look at. They show the problem I'm working to fix to allow them to be adjusted and imported as Strict. :salute: If you look at the 2 files for the rudder you can see the problem when you look close at the faces section of the obj files. Same number of faces but they do not match! That is the shuffling part that I spoke about. |
One of the things I'm working on is to test different sized obj imports under the Loose option.
I'm trying to see if that option can be used to create custom sized perimeters that We could then use for a strict import to keep file size as low as possible. The adjustments to the files one creates are figured out and tested. Just need to work on the code for that. It's actually really simple based on how the GR2 file is constructed and how the obj format works. |
Yes. We can shrink the meshes in a GR2 file with a loose import.
Not a perfect way to do so since the Loose import is based on false assumptions and a total misunderstanding of how the GR2 meshes work with the obj format. But a good work flow option to take advantage of. |
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Currently working on my model's diffuse mapping (AO mapping already done). I am eager to see the result of my efforts in game, and I hope your program will help me to optimize the import. |
Let's look at the 3D objects stored in a gr2 file.
Verts, normals, textures, etc ALWAYS have the same count. Faces are totally separate from that. So here's the magic and simplicity. We can match the verts and such by just copying existing verts or whatever and pasting so each has the same count. 500 texture points? Make sure verts is 500 etc. The Faces will ONLY USE what they call! Thus no loading of the extra duplicate information! So I can have 500 verts and textures, etc BUT the faces say only render 100! Don't believe me? Export a mesh from a GR2, open it in any 3D program then save it. If your program optimizes an obj file? Compare them in notepad or any other text reader. |
How will this program work?
It will look at both a base obj file and if selected the AO version. Then it will adjust the files to have the same counts. Once saved? You find a candidate GR2 file. Say you need 500 verts and 95 faces to do a Strict import. Your files have 400 verts and 35 faces. We run the program and tell it the verts and faces needed. It will adjust them for a strict import from there. This is just Ghosting both TDW's program AND the GR2 files based on knowledge of how both work! A similar approach will Ghost S3D also! I prefer to call it Ghosting instead of Faking it till you make it. |
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You will need to find a GR2 with as close a count as possible but ALWAYS higher then your adjusted files.
You will still get a smaller ending GR2 then loose import will ever give you! Remember this point! Say you find a nice GR2 but it just has to many parts. We can use the loose import to shrink them to nothing thus reducing the size even more! |
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In theory, if all the vertices in an object had different coordinates, we could easily create a tool which will automatically sort uv-2's vertices according to main object's template. The problem is that, after edge-splitting hard edges (for correct smoothing in game), most import candidates will have a lot of duplicated vertices with identical xyz and uv coordinates, but placed on different meshes. Making our tool to automatically discern them wouldn't be that easy. Quote:
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Don't worry about Vert count nor texture count. That is easily sorted!
On face count? Those should be the same as far as count but can be adjusted. They may be different but the GR2 file accounts for that! |
Hello Jeff-Groves,
Following your feedback Quote:
Sorry to answer you so late, I admit I did not understand the meaning of your advice. Today I am less stupid, thanks to your writings elsewhere. In this regard, you say that you have made an application: "Almagest". Is she available? Where can we find it? Thank you On the other hand, maybe you have an idea of what concerns me? Click Here ; |
A few months down the road and several Alpha versions to sort problems and all is GOOD!
Mostly real life obligations have kept me away from the final Coding parts. Final parts are to actually write the Faces and texture sorting. That I wrote in my head while driving all over the USA. Then debugged much of it in my head! :o |
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I did figure out a lot that allows me to 'kind of' brand any files.
:haha: It does NOT have any effect on SH5 files using Almagest. And you'd need the Key files I also created to decode the hidden information! Call it an Easter Egg! I'm well known for those! :03: |
@ Jeff
Are you still interested into testing your importer on my Clyde puffer model? I am still working on textures (AO and diffuse map are WIP and specular and normal maps are missing), but 3D models and UV maps (both diffuse and AO) should be OK for import. Drop me a PM or an e-mail if you want to check them :salute: |
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obj files please.
I've only coded to read and adjust obj files at this time. Now I may change that to read Wings files also at some point. |
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