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-   -   Slight Texture Problem (https://www.subsim.com/radioroom/showthread.php?t=115397)

CaptainCox 05-25-07 01:33 PM

Slight Texture Problem
 
Hi guys!
I am trying to do this officer hat model for SH4 and had a lot of help from DivingDuck and Privateer so far. But I have a slight texture problem, and as i thought there is maybe more peeps around here that are familiar with 3D texturing I post my question in this section...hope you don't mind.

Ok so far got this.
http://i10.photobucket.com/albums/a1...ox/hatside.jpg

http://i10.photobucket.com/albums/a1...x/hatfront.jpg

Now for the problem area.
http://i10.photobucket.com/albums/a1...Cox/hattop.jpg

As you see the texture does not extend to the edges.

The texture
http://i10.photobucket.com/albums/a1...ox/texture.jpg

Now do I have to separate the flat bit on top and do that as another TGA/DDS or is there a trick in MAX that you guys know of to fix this?

If I have to do it separately, does that mean I have to hex it directly in to the .dat or?

Mind you, i just started with 3D modeling so it could well be that I missed something simple.

PS:The texture is not yet 100% as its WIP...

Cheers!

DivingDuck 05-25-07 01:44 PM

Hi CC,

gotcha here too. Reworking of texture coordinates is needed within max. After reworking them you could paste them the same way as the vertex coords by hex.
If needed Iīll give you some advice about this issue the next days.
But thatīs definitely my last post for today.

Regards,
DD

CaptainCox 05-25-07 01:46 PM

DAM! I thought U where at WORK!...ppl will be in peril for real GO GO GO! :p
Again cheers MAN! Will give it my best!

AHHH! the SIG is back...;)

CaptainCox 05-25-07 03:41 PM

I am not 100% but does the "Edit Seams" have something to do with it?
http://i10.photobucket.com/albums/a1...ainCox/max.jpg

Been at it for 1h or so, but I can't find the function to move it to the edge...I guess i am doing something wrong :yep:

GuillermoZS 05-25-07 07:02 PM

Hi, What I think you have to do is move some points in the UV map to fit the texture better (donīt know if this has a HEX editing effect...). In your base object use the "UV Unwrap" modifier, press the Edit buton and move the points you need, in the UV map window, to fit the texture. If you want I can make a more in deep explanation for you but itīs very intuitive :up:

Again, this is the standard procedure form common objects, I donīt know if moving the points of the UV causes the need of tweaking the hex file or something like that...

DivingDuck 05-25-07 11:31 PM

Hi CC,

LOL, Iīm at work now. Youīll never understand the pattern, neither do I. ;)

Hereīs what I can recall from memory:
  • select your hat
  • apply the respective texture(s)
  • (right click it and CONVERT TO EDITABLE MESH)
  • press "4" or select sub-object level "faces mode"
  • select the faces you need or press STRG+A to select all faces
  • apply UNWRAP UVW modifier
  • press the EDIT UVW MAP button
  • a new window opens
  • go to the drop down in the upper right and PICK TEXTURE
  • now itīs like cutting decals
  • move the vertices where you want to have them
  • vertex movements in this UVW map modifier window donīt effect the 3d geometry
  • if youīve selected all faces you might encounter some overlapping faces, donīt worry, thatīs no problem at all
  • when done, close the window and right click your hat again
  • select CONVERT TO EDITABLE MESH to apply the changes
  • export to *.obj
  • first step done
  • now import to dummy.dat again
  • open dummy.dat with pack3d
  • search for the 3d objectīs node and get the starting position
  • open dummy.dat with hex editor
  • go to this position
  • itīs counting time again
  • 8 bytes data block type 1/101
  • 4 bytes for nodeīs size indicator
  • 8 bytes for node ID
  • 1 byte type of object identifier
  • 4 bytes for number of vertices
  • 1380 bytes (12x115 (number of vertices))
  • 4 bytes for number of triangles
  • XXX bytes (13xnumber of triangles)
  • 4 bytes for number of vertex coords
  • XXX bytes (8xnumber of vertex coords); you should end by TMAP or the nodeīs end, if no TMAP is present
  • copy these data and paste them as you did with the vertex data
  • your hopefully done
Regards,
DD

CaptainCox 05-26-07 12:15 AM

:o Amazing man! just woke up here to find this! This is like 3D school online!
Gonna have some Bfast and dig in to this.
Again thanks a lot! I guess I have to start looking in to how to get you a rebate on that Pajero soon ;)

Gonna have a go at what GuillermoZS said as well. This reminds so much of my ol game hacking days...there is always a solution, but the way there is the fun part :)

CaptainCox 05-26-07 01:14 AM

Just had a stab at this between toast and tee...

http://i10.photobucket.com/albums/a1...Cox/inwork.jpg

I am doing this wrong i guess as the changes are confined within that "seam" line. So sure I can move the texture around and stuff, but its still inside that "green line" area. Don't I have to set that up first?

DivingDuck 05-26-07 02:51 AM

So, you like to have that red marked area cover the whole top of the hat to the rim? Did I get you right there?
If so,
  • select all the hatīs top faces
  • apply the UVW map modifier
  • youīll see the inner part as it is on your screenies right
  • and there will be additional faces
  • that are the hatīs top faces not highlighted on your screen
  • if you select a vertex now (in UVW map modifier window) all vertices that are connected will be highlighted
  • drag the vertices to where they belong
  • overlay the correspondinging vertices on your "old green seam line" and the ones from the new faces accordingly
  • when done select them both by dragging a box around
  • press STRG+W to weld them (STRG+B will break them)
  • thus you create the "additional" rim
  • when done, downscale the whole thing to fit the texture in size
Kind of strange to explain without any screens. If you give me some time, I could do a little pictured tut. Got some time on monday night. Or you send me the max scene and I adjust the vertex coords for you. You could "reverse" engineer the issue then.

Regards,
DD

CaptainCox 05-26-07 03:16 AM

Again many thanks man! As I like to fiddle with this kind of stuff I will give it my best shot before sending it to you. Got to do some shopping here as the whole place is closed on Monday. I be at it after that but. I am also reading up on some rudimentary tuts online as i am still missing the basics for MAX.

If you have the time...I think you would be "the" man to write some tuts on 3D modeling/mapping based on the needs for modding SH3/4.
Cheers CC

CaptainCox 05-26-07 04:50 AM

Had a quick go at it after coming back here :up: I used the UVW map and stretched it until it fitted and...
http://i10.photobucket.com/albums/a1...ox/gatseem.jpg

Now for the part the I sort a...well, "dislike" (not gonna use bad words here) Hexing :p

Cheers again man!

PS: As i will most likely run it to more trouble here, I guess i will hit the 1K mark today :p

GuillermoZS 05-26-07 05:34 AM

Quote:

Originally Posted by CaptainCox
Gonna have a go at what GuillermoZS said as well. This reminds so much of my ol game hacking days...there is always a solution, but the way there is the fun part :)

Hi, what I told you is just the same DD explained you :D

Here you have a good tutorial for UV mapping for games:

http://www.oman3d.com/tutorials/3ds/unwrap_uvw_mapping/

Cheers!

CaptainCox 05-26-07 06:00 AM

Ok here we go again...
You said start counting at the 3D objects node...sorry for being a N00b here :oops:

But is it
http://i10.photobucket.com/albums/a1...nCox/case1.jpg

Or is it
http://i10.photobucket.com/albums/a1...nCox/case2.jpg

Will try further but Hexing is also one of these things :p

EDIT: Cheers GuillermoZS, I did not see you posting between, yea I realize that now :)
Thanks for that link, goes in my fav's in explorer. Dam, a lot to read up on here.:up:

DivingDuck 05-26-07 06:20 AM

Hi CC,

sure you gonna break the 1K now.

First of all two suggestions for HexWorkshop.
  1. I prefer 1 byte per column. That makes it easier to track.
  2. your offset is shown in hex. Iīd switch to dec, easier to count.
Thatīs why your highlighted position is not 82dec, as given by p3d. Offset 82dec is exactly 3 rows higher (0100).

You may:
  • copy the position in p3d
  • go to HexWorkshop, press STRG+G
  • paste your copied value there, make sure to check DEC, press ENTER.
Regards,
DD

CaptainCox 05-26-07 06:34 AM

Got ya!.
Just to confirm. This code block
Quote:

8 bytes data block type 1/101
4 bytes for nodeīs size indicator
8 bytes for node ID
1 byte type of object identifier
4 bytes for number of vertices
1380 bytes (12x115 (number of vertices))
4 bytes for number of triangles
XXX bytes (13xnumber of triangles)
4 bytes for number of vertex coords
XXX bytes (8xnumber of vertex coords)
Its one continous block from that start addy?

I guess you are bussy/tired or both, but you are really helping me out x10 here!


http://i10.photobucket.com/albums/a1...x/firewrk3.gif
1K


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