SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [TEC] Pack3D and SH4... (https://www.subsim.com/radioroom/showthread.php?t=112162)

CaptainCox 05-24-07 06:52 AM

Ok...hitting that wall here.
Where do I get this info?
In MAX, or in the HEXEDITOR checking the .obj or from the .DAT ?

Quote:

01 00 00 00 65 00 00 00.....data block type 1/101
DD 74 25 DF CB 14 B4 76....IDs node

0E 00 00 00......................number of objectīs vertices (14)
.....168 bytes of vertex data, 12 bytes per vertex (4x, 4y, 4z)
0C 00 00 00......................number of objectīs triangles (12)
.....156 bytes of triangle data, 13 bytes per triangle
19 00 00 00......................number of texture coords (25)
.....200 bytes for texture coords, 8bytes per coord
54 4D 41 50.....................TMAP
.....01.............................number of TMAPs
.....02.............................type of TMAP
..........72 bytes of TMAP data
Thanks!

Quote:

Originally Posted by GuillermoZS
Hi man! The ONLY way you have to do this at the present moment is delete the Normal and Occlusion texture files of the object you are modifying. There is no other way right now, since Pack3D messes all TMAP info and itīs not possible to correct it manually (at least no one could be able to do it as far as I know). So, try deleting those maps... :up:

Cheers!

Ok the hat that I am trying to import has 2 texture files
sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map)
Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX?
You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here.
Cheers!

GuillermoZS 05-24-07 07:52 AM

Quote:

Originally Posted by CaptainCox
Ok the hat that I am trying to import has 2 texture files
sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map)
Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX?
You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here.
Cheers!

Hi, my fault, I didnīt explain it very well :D Every object in the game ususally has 3 textures applied to it: color, normal (bump) and occlusion. The problem when modifying ang object in SH4 with Pack3D is that the info about the UVs for each map is messed up so the game has troubles knowing what texture apply on what cahnnel (color,normal,occlusion).

So, the option I gave you is just remove all maps EXCEPT the color map (just put the texture files in another folder or change its name so the game doesnīt recognice them). Donīt know how many maps have the hat object, remove all except the color map, and letīs see what happen :up:

Cheers!

CaptainCox 05-24-07 07:54 AM

Ah Ok, got ya. Will try right away. Thanks!

CaptainCox 05-24-07 08:10 AM

Hm...don't really seem to do it...at least like it should.
http://i10.photobucket.com/albums/a1...nCox/HAT11.jpg

Renamed that Occlusion file and as you see the texture still don't show up.
I wonder...maybe have to look deeper in to that HEX stuff after all.

Anvart 05-24-07 08:38 AM

Quote:

Originally Posted by GuillermoZS
Quote:

Originally Posted by CaptainCox
Ok the hat that I am trying to import has 2 texture files
sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map)
Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX?
You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here.
Cheers!

Hi, my fault, I didnīt explain it very well :D Every object in the game ususally has 3 textures applied to it: color, normal (bump) and occlusion. The problem when modifying ang object in SH4 with Pack3D is that the info about the UVs for each map is messed up so the game has troubles knowing what texture apply on what cahnnel (color,normal,occlusion).

So, the option I gave you is just remove all maps EXCEPT the color map (just put the texture files in another folder or change its name so the game doesnīt recognice them). Donīt know how many maps have the hat object, remove all except the color map, and letīs see what happen :up:

Cheers!

Yeee ...
*_T01 - diffuse (color) texture
*_N01 - Normal Texture (for bump mapping)
*_O01 - Occlusion Texture (for R/L reflection)
:yep:

DivingDuck 05-24-07 08:55 AM

Quote:

Originally Posted by CaptainCox
Ok...hitting that wall here.
Where do I get this info?
In MAX, or in the HEXEDITOR checking the .obj or from the .DAT ?

HexEditor, Marine.dat/3d node #259/sapca_ca01. BUT the first posted screen was made from my OH project.
Try this approach:

http://img477.imageshack.us/img477/8...rine001yl5.jpg
this screen was taken from the actual Marine.dat
  • take a small dat file (e.g. my barrel.dat as it contains only one 3d object)
  • rename it to whatever you want
  • import your hat.obj to this dummy.dat
  • go to the 3d objectīs node
  • according to my Marine.dat the number of vertices is 54 (36 00 00 00)
  • copy the following 648bytes (vertex position data)
  • paste into new tab
  • open the unchanged Marine.dat
  • go to the 3d objectīs node
  • paste the 648bytes over the existing bytes
  • save and try whatīs happening
ATTN: The number of vertices MUST NOT be changed.

The textures should be applied now, but you may encounter some texture distortion.
If you donīt succeed doing the hex stuff, Iīll do it for you.

Regards,
DD

CaptainCox 05-24-07 08:57 AM

Super man! Cheers! will give it my best!

GuillermoZS 05-24-07 09:35 AM

Quote:

Originally Posted by CaptainCox
Hm...don't really seem to do it...at least like it should.
http://i10.photobucket.com/albums/a1...nCox/HAT11.jpg

Renamed that Occlusion file and as you see the texture still don't show up.
I wonder...maybe have to look deeper in to that HEX stuff after all.

Hi, for what I see in the picture, I think thatīs a problem with the normal map. Iīve been looking at the texture files for the hat, well, I think the files you mentioned before are not the right ones for that exact object. I THINK the right ones are:

- sapca_od01.dds (color)
- sapca_on01.tga (normal) <-- and NOT "sapca_mn01.tga" (which is for the sailor white hat I think)

The last one (sapca_on01.tga) is the one you have to remove. Try it and letīs see what happens... ;)

By the way, I think there are nor occlusion maps for the characters (or I havenīt found them)

CaptainCox 05-24-07 11:22 AM

You know what!...UR 100% right!...but...
Check this out.

UNMODDED HAT (White glare in certain angles)
http://i10.photobucket.com/albums/a1...nCox/HAT22.jpg


MODDED HAT (looks like its picking up "some" color )
http://i10.photobucket.com/albums/a1...nCox/HAT33.jpg

As you see there is some problems doing it like this :(

I will fiddle with the hex trick and see if i can get it that way.

Thanks a lot though man! I was like WOOT when I saw I had the wrong Occlusion file.

UBOAT234 05-24-07 06:01 PM

Remap and Occlusion
 
Hi,
For the moment without a TMAP editor, I have tried one technical, temporary solution.

Rework entire diffuse texture to 512 and repeat this to entire canvas.
For ex. Here the original 1024x1024
http://immagini.p2pforum.it/out.php/...texture001.jpg

Resize image to 512x512
http://immagini.p2pforum.it/out.php/...texture004.jpg
http://immagini.p2pforum.it/out.php/...texture005.jpg

Expand canvas to 1024x1024
http://immagini.p2pforum.it/out.php/...texture006.jpg
http://immagini.p2pforum.it/out.php/...texture007.jpg
http://immagini.p2pforum.it/out.php/...texture008.jpg
http://immagini.p2pforum.it/out.php/...texture009.jpg

Rework your texture with your material and make a flatten image
http://immagini.p2pforum.it/out.php/...texture011.jpg

I have made this
http://immagini.p2pforum.it/out.php/...texture012.jpg

And after a new Alpha Channel
http://immagini.p2pforum.it/out.php/...texture013.jpg



Now import this material in your 3D Software and make a set UVs map without Overlapping.
When you have ended the work, Bake the Occlusion Map.
Attention, without Overlapping! Only the objects that are equal can be with Overlap. For ex. the safeboat in a unit is ten. Bake only one, because all the safeboat is in the same place on the texture and UVs coordinated.


(In this example the the texture and Occlusion is not complet)
Open the Diffuse texture, apply the Occlusion in a new layer
http://immagini.p2pforum.it/out.php/...texture014.jpg
http://immagini.p2pforum.it/out.php/...texture015.jpg



Continue

BEST REGARDS
UBOAT234

UBOAT234 05-24-07 06:25 PM

Now select the layer of the Occlusion and set this with Multiply http://immagini.p2pforum.it/out.php/...texture016.jpg
http://immagini.p2pforum.it/out.php/...texture017.jpg

The Shadows now is in the right place
http://immagini.p2pforum.it/out.php/...texture019.jpg


Now I have a Diffuse Texture with Alpha Channel and a Layer with Occlusion Map.
Save this image with the name of Diffuse Texture, ex. *.T01, without Layer and Alpha.

And now make a texture for the Light Map.
Delete the layer of the Occlusion.
http://immagini.p2pforum.it/out.php/...texture022.jpg

Make on the RGB channel a value of grey of 200 for channel
http://immagini.p2pforum.it/out.php/...texture023.jpg

Fill all the channels with this. And this is the result
http://immagini.p2pforum.it/out.php/...texture025.jpg



Save this image with the name of the Light Map, ex *.O01, now with the Alpha Channel
At this point I have my model with a new texture, new set UVs, but the Shadows is mapped in the diffuse texture.
In the Light Map have in work/engine only the Alpha Channel.


BEST REGARDS
UBOAT234

UBOAT234 05-24-07 06:34 PM

Normal Map
 
In end I must make a new Normal Texture ex. *.N01. Because I have changed the Diffuse Texture.
I will have little resolution...
But this allows me to have the space in order to put the UVs without Overlapping.
This is necessary for Bake a Occlusion without error.

BEST REGARDS
UBOAT234

Lagger123987 05-24-07 10:01 PM

Quote:

Originally Posted by GuillermoZS
Quote:

Originally Posted by Lagger123987
Can anyone help me on my Bismarck/Nelson mod?

Could you pleas post a link t the mod? :D I see if I can help...

Not done yet, Need to show you some more pics of it.

CaptainCox 05-25-07 12:16 AM

Very nice Tut there UBOAT234...I wonder if this would help me on that "Hat" prob i have? Gonna fiddle with the hexing today anyway, but PS is sort of what I am good at...hexing...well, not yet!

CaptainCox 05-25-07 03:42 AM

@DD ;)...works like a charm!. Its not 54 vertices in the "sapca_o01" but 115, that's 73 00 00 00 ;) I think you looked at the "sapca_ca01"

I can see the texture just fine ingame but as I did this quick and dirty, just pasted the code in all 12 "sapca's" just to see if I got the desired effect. I did this as the models sort a loads at random, and instead of waiting for "THE" model to load I simply used it on all, so the models are a bit fuked up :p But anyhow seems to work.

Now to the tedious work of doing this to all 12 models.

Cheers and Thanks CC!

EDIT: This is actually a pretty "backwards method" not that it don't work, but it would be so much more "fluid" to just be able to export, tweak, import, play :p. I can see in this thread you guys are looking hard for a better method to fix this. As i get more experience with this 3D stuff I will chip in where I can.


All times are GMT -5. The time now is 12:44 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.