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I was looking for the right words, but I missed them. Sorry for my bad phrasing and thank you for correcting it. Quote:
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One thing I am doing is reading each line as a string. Not each section of that string like one would to import the obj format.
I'm not changing that information so strings should stay as in the obj file. All I'm doing is "Shuffling the cards" so to speak. Now that does involve "Stacking the deck" in areas but it works for our needs. :haha: |
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If your excel sheet can solve the problem, let's try it. :up: Just explain to me how this works. :doh: |
I know from reading the other thread that a question was raised about how the information on mapping is stored in a dat file.
A dat with only 1 map channel is stored in a simple block of data. When We add say an AO channel? A TMAP section is added to the dat. I'll have to refresh my memory on how the TMAPs actually work since it's been so long since it had to be done by hex editing. (Pre 2007!) BUT! Only faces and texture coords are saved to the TMAP sections if I am recalling correctly. I actually still have a program from 'back in the day' that exports and imports the different TMAP channels. So one could change or add just a TMAP and not have to re-import the complete obj like S3D does. https://www.subsim.com/radioroom/pic...ictureid=12276 |
One thing I don't do is try to 'Guess' what went wrong.
Send me the files and I'll look at them. I've probably forgotten more then most people know. Not trying to be a smarmy butt head but I have been around the block more then once. |
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We are trying to understand why... |
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What for sure can mess up the order of sub-objects (and faces) is material assignation. The main model and the AO model should have materials with similar naming (Wings3D sorts them in alphabetical order) assigned to corresponding faces. If, for example, a group of faces in the main model is given a material whose name is let's say 'wood', the equivalent faces in the AO/UV2 object should be given a material named 'wood_AO', 'wood_2', or something similar. Quote:
Before I upload it, I need to be sure that it has enough rows for processing your model. Can you tell me the number of f and vt lines in the obj files you are processing? You can easily count them by pasting their content in an empty Excel document and by using the data filtering options or the COUNTIF function. Quote:
Does that mean that faces and texture coordinates can be in a different order in the secondary map channel than in the primary one? Quote:
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Well that was easy.
I compared the main obj and the AO obj in 010. Your vertices do not match between the Main Hull and AO Hull. (I suspected that but as I said. I'll not play a guessing game) So anything else is going to be All screwed up on import! What S3D does when importing the Main diffuse object and the AO object is this! IF number counts are the same for the vertices? It ignores what those are in the AO object and only imports the faces and texture coords! So basically S3D IS importing garbage you created. That is the flaw AND the opening in S3D that I am working to fix! |
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2018 f 868 vt Hull1-uv2.obj : 2018 f 2729 vt It already seems problematic... :D [QUOTE=Jeff-Groves;2788565]Well that was easy. I compared the main obj and the AO obj in 010. Your vertices do not match between the Main Hull and AO Hull. Ah ! You replied while I was writting this... Quote:
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Well. In the dat file format you CAN HAVE different counts on that information!
But the VERTS MUST BE EXACTLY THE SAME! I'd suspect Wings re-ordered the Verts placement in the exported obj file thus faces and textures are screwed. And You are the one that used Wings. It didn't to it by itself! LOL! |
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Just playing with you Mate.
:har: It is strange to many that somethings do not work as expected with programs like S3D or TDW's program for SH5. Both missed things and based their codes on false assumptions. Sometimes that was a Ego thing on their parts to NOT listen to suggestions. Sometimes it was a lack of understanding EXACTLY how the import target is constructed! S3D used ALOT of information from the Grey Wolves in it's construction. TDW's program aslo credits a Grey Wolf as soon as you open it! (Guess WHO privateer is!) |
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:Kaleun_Smile: https://www.youtube.com/watch?v=EEFsJ-43pnA |
I may be the LAST Wizard left here at SubSim.
:haha: I look at the files in a way that others do not. With nothing but 010 Hex editor? I opened and changed the Bunker so one can walk all around! I'm probably the ONLY one left active that can change things and create a better future for other Modders. I am in debt to the ones that taught me. |
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I think you meant texture vertices. Didn't you? Quote:
This is for non-UV-mapped objects. For UV-mapped objects you must add three more numbers. Following the previous example: 3/10 31/7 15/25. This line tells us that vertices #3, #31 and #15 in the vertex list are connected to compose a face in the 3D space, and that vertices #10, #7 and #25 in the texture vertex list compose a face in the UV space, where vt #10 corresponds to v #3, vt #7 to v #31 and vt #25 to v #15. The errors I and Mister_M have been experiencing lead me to think - but this is only my guessing - that face definitions are written in dat/gr2 files only once, that secondary texture coordinates are stored in the same order as main UV coordinates, and that neither S3d nor GR2E read all the information stored in secondary obj file's face definitions in order to sort texture coordinates appropriately. |
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I was expecting some unbalance in vt count between the two files, but such a huge unbalance was really unexpected. Did you mess with secondary UV map? I mean: cutting edges which were originally joined or vice-versa? And since you are at it, can you check that vertices (v lines) are sorted in the same order in the UV2 obj file as in the main obj file? That's a quick comparison in WinMerge :) |
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EDIT : So, order is different, a long block (nearly the first 1/3) has been put at the end... Quote:
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I guess I'm gonna need some crayons to explain things.
:har: We ARE talking about dat file import of the files Mister_M sent me. I have not seen the ORIGINAL FILES! Just what I got today. In a DAT file? number of texture coords and faces does NOT matter! Unlike SH5 where it DOES matter! (Thus the addition of false info to balance a strict import) In Dat files, like GR2 files, ALL verts in ALL files MUST MATCH! The files I have show that the COUNT of verts is fine but the placement does not match between the main and AO obj files. Thus the Faces are off! Hell! For S3D and TDW's Tool? You could zero every Vert in the AO and as long as counts match? It will import! Because they DO NOT read and save the verts in the AO obj! Send me the ORIGINAL files. |
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If not imported/exported via Wings3D, it seems that there isn't any glitch with AO-map in game. |
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