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-   -   [TEC] Ambient Oclusion Problems (https://www.subsim.com/radioroom/showthread.php?t=255362)

Mister_M 06-09-23 09:04 AM

1 Attachment(s)
Attachment 5740

https://www.mediafire.com/file/93kuw...%2529.zip/file

Mister_M 06-09-23 09:10 AM

... and here to test result in S3D: https://www.mediafire.com/file/e3d2h...Model.dat/file

(you have a yellow button in the window "Model preview" of S3D: "Enable ambient occlusion map")

Tigerzhunters 06-09-23 09:29 AM

Quote:

Originally Posted by Mister_M (Post 2871136)
... and here to test result in S3D: https://www.mediafire.com/file/e3d2h...Model.dat/file

(you have a yellow button in the window "Model preview" of S3D: "Enable ambient occlusion map")

https://i.ibb.co/B6n7mh9/image.png

:up:

Mister_M 06-09-23 09:40 AM

Quote:

Originally Posted by Tigerzhunters (Post 2871144)

Yes, this is the situation before any change. Then, try to import my modified meshes (in the folder named "after edge-split")...

Tigerzhunters 06-09-23 09:45 AM

Well I means After you export/import it

Mister_M 06-09-23 09:47 AM

Quote:

Originally Posted by Tigerzhunters (Post 2871148)
Well I means After you export/import it

Yes, if you export and import the meshes without modifications, then there is no problem... :D

But I want to modify them (edge-split)...

Jeff-Groves 06-10-23 05:29 PM

You've moved verts between the 2 obj files.
Doing that moves the final tex coords.
S3D only imports the tex coords/faces for the UV2 obj.
That information is stored in the TMAP section of a dat.
I've replaced all verts infomation with 0's in some files and imported the UV2 files!

Why do you want to edge split anyways?
Trying to gain fame off of others work? Seems the main objective anymore.

Mister_M 06-11-23 02:01 AM

Quote:

Originally Posted by Jeff-Groves (Post 2871359)
You've moved verts between the 2 obj files.
Doing that moves the final tex coords.
S3D only imports the tex coords/faces for the UV2 obj.
That information is stored in the TMAP section of a dat.
I've replaced all verts infomation with 0's in some files and imported the UV2 files!

Hello Jeff,

First, thank you for paying attention to my "problem" and explaining things. I have only basic knowledge about 3D modeling, unlike you. So, I'm always seeking for improving my skills.

Quote:

Originally Posted by Jeff-Groves (Post 2871359)
Why do you want to edge split anyways?

For the final in-game aspect. The smooth aspect doesn't render the hard edges (despite the AO map) and I don't like it. After all, this is an object that is relatively big and in a very visible place, so I think it's important to have a perfect final aspect.

Quote:

Originally Posted by Jeff-Groves (Post 2871359)
Trying to gain fame off of others work? Seems the main objective anymore.

As Jesus said to Pontius Pilate who accused him: "it's you who is saying it"... :O:

I know that the "intellectual property" is a very sensible subject among the modding community. I myself created some stuff for SH3, and I'm not happy when people use my work in their mods without asking me or even crediting me... :nope:

To answer directly: your assumption is wrong. Firstly, I do this only for personal convenience. Secondly, I will always credit the original modder if I use a part of his work. That's why, for example, I've written everywhere (in S3D and on the folder) that the object comes from Wise type VII U-Boats mod. Did I ever pretend that I created it myself?!

Now, it's up to you to choose your belief.

Finally, I'm still waiting for a solution. A detailed explanation on how to correct this, or how to edge-split 2 same objects with different UV-map in a correct way would be very appreciated! :)

You said that I've "moved verts between the 2 obj files." I don't understand this, because the uv-map looks like the same after the edge-split process. Note that I did that in Wings3D, and with manual method: duplicating the model, then deleting the faces of a same orientation on the first model, then deleting the other faces on the second model... and so on until all different orientations are separated.


Note that I prefer to understand things rather than getting fixed files. As the saying goes: "If you give a fish to a hungry man, you will feed him one day. Teach him to fish and you will feed him forever."

Jeff-Groves 06-11-23 11:03 AM

I'd say the easiest way to fix the problem is this.

Open your adjusted uv2 object,
Do a re-uv to the FUMO29.tga being as that is just a simple texture.
Export that and save as FuMO29GEMA.obj

Then import with S3D.

Or quicker yet, Copy the uv2 object and save it as FuMO29GEMA.obj,
then import. Looks fine in S3D that way.


As to objects with much more complex UV mapping on the main object file?
I can't help you as I do not use Wings3D.
I'd render a guess and say that you might need to follow the exact same steps on each obj file.
So if deleting faces? Delete the exact same faces in the exact same order on both obj files.
3DS Max is much easier to do since it allows multiple UV channels.

Mister_M 06-11-23 11:54 AM

Quote:

Originally Posted by Jeff-Groves (Post 2871464)
Open your adjusted uv2 object,
Do a re-uv to the FUMO29.tga being as that is just a simple texture.
Export that and save as FuMO29GEMA.obj

Then import with S3D.

Or quicker yet, Copy the uv2 object and save it as FuMO29GEMA.obj,
then import. Looks fine in S3D that way.

OK, the result is "acceptable" here (if you don't look too closely), because the main texture is a simple texture as you noticed (just a grey square with some "noise").

Quote:

Originally Posted by Jeff-Groves (Post 2871464)
As to objects with much more complex UV mapping on the main object file?
I can't help you as I do not use Wings3D.
I'd render a guess and say that you might need to follow the exact same steps on each obj file.
So if deleting faces? Delete the exact same faces in the exact same order on both obj files.
3DS Max is much easier to do since it allows multiple UV channels.

Thank you for the hints, i'm grateful to you. Indeed, following the exact same edge-split procedure for both objects may help.

So - trying to explain with my own words - the problem comes from the file where the UV-map is stored (.mtl, and then in the TMAP section of a .dat file): the order of the faces are not the same between MMM.obj and MMM-uv2.obj, consequently the AO map for a face is placed on another face of the model (so at a wrong location). Am I correct?...

Jeff-Groves 06-11-23 12:05 PM

Yeah. Your pretty much correct.
If you compare your obj files in say, SweetScape 010, you will see the differences in your verts.

An obj file is just a text file so you can open them in notepad and see the differences.

Now. The mtl file is ONLY a pointer to a texture. All Verts, Faces, Normals, and Texture coords are in the obj file.
V= Vert
VT= Texture
VN= Normal
F= Face
When one has a FULL understanding of how an obj file works? They can do amazing things to them.

Mister_M 06-11-23 12:35 PM

Quote:

Originally Posted by Jeff-Groves (Post 2871472)
Yeah. Your pretty much correct.
If you compare your obj files in say, SweetScape 010, you will see the differences in your verts.

An obj file is just a text file so you can open them in notepad and see the differences.

Now. The mtl file is ONLY a pointer to a texture. All Verts, Faces, Normals, and Texture coords are in the obj file.
V= Vert
VT= Texture
VN= Normal
F= Face
When one has a FULL understanding of how an obj file works? They can do amazing things to them.

Very interesting. So, in theory, I could solve my problem by editing the MMM-uv2.obj file with a text editor?

Jeff-Groves 06-11-23 12:56 PM

Quote:

Originally Posted by Mister_M (Post 2871478)
Very interesting. So, in theory, I could solve my problem by editing the MMM-uv2.obj file with a text editor?

In theory? Yes one could. In real life? Not worth the effort nor time!
I wrote programs to do things like that but for a different problem/Game.

In the case of your problem files? I'd re-UV the uv2.obj to match the stock UV of the main file. As was my first suggestion. Not solving future issues I understand.
Again, I don't use Wings3D but iambecomelife does. He may be able to help you more then I can. Send him a PM and tell him I sent you to him.

I am finishing up Tools to assist him with Animations.
I'm also testing a different FREE 3D program that handles obj files and does animations.
Art of Illusion looks interesting.

Tigerzhunters 06-11-23 01:10 PM

Quote:

Originally Posted by Mister_M (Post 2871478)
Very interesting. So, in theory, I could solve my problem by editing the MMM-uv2.obj file with a text editor?

well Im not 3d artist but it's difficult for people who use it automatically And it will be very difficult but yes all of it has stages Nothing is instant Even instant noodles still need to be boiled, As long as there is an intention to do something as difficult as anything, there must be a solution. Yes im still studying that For my future too because im only 14 years old but yeah i love it :haha:

:Kaleun_Wink:

Jeff-Groves 06-11-23 01:21 PM

Quote:

Originally Posted by Tigerzhunters (Post 2871486)
well Im not 3d artist but it's difficult for people who use it automatically And it will be very difficult but yes all of it has stages Nothing is instant Even instant noodles still need to be boiled, As long as there is an intention to do something as difficult as anything, there must be a solution. Yes im still studying that For my future too because im only 14 years old but yeah i love it :haha:

:Kaleun_Wink:

Only 14? Very cool! :salute:
I am 65 years old! :doh:
I started 18 years ago!

Learn how to program Mate! IF you can figure out what steps to take? You can write a program to do it for you!

Now in Mister_M's case? The verts and following information is out of order from the main obj file.
One could write a program to read the main file and then resort the uv2 files to match. I did a somewhat simular Tool for SH5 that I never released.
That one was a little more involved due to how they needed to be done.


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