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-   -   texture problem on the VIIB desk (https://www.subsim.com/radioroom/showthread.php?t=248575)

Pascal 02-22-21 05:38 AM

texture problem on the VIIB desk
 
Is it possible to correct this small texture problem on the VIIB desk (the white line)?
http://dar-eva.com/capture02.png

kapuhy 02-23-21 06:45 PM

Quote:

Originally Posted by Pascal (Post 2731784)
Is it possible to correct this small texture problem on the VIIB desk (the white line)?
http://dar-eva.com/capture02.png

Looks like uv map doesn't align with texture. A way to fix this would be either extending texture by 1 pixel or, if this happens at the edge of texture map, by correcting uv (that would require exporting mesh, moving uv coordinates and reimporting mesh again, since you're not modifying the mesh you can do it with strict import option in gr2 editor)

Pascal 02-24-21 11:58 AM

Quote:

Originally Posted by kapuhy (Post 2732212)
Looks like uv map doesn't align with texture. A way to fix this would be either extending texture by 1 pixel or, if this happens at the edge of texture map, by correcting uv (that would require exporting mesh, moving uv coordinates and reimporting mesh again, since you're not modifying the mesh you can do it with strict import option in gr2 editor)

Merci beaucoup for your message - I'm afraid your method is far beyond my capabilities - I'm pretty good with photoshop, but not much more.

gap 02-25-21 08:29 AM

Quote:

Originally Posted by Pascal (Post 2732306)
Merci beaucoup for your message - I'm afraid your method is far beyond my capabilities - I'm pretty good with photoshop, but not much more.

You need to extend the dark deck texture by a few pixels on the side where the clearer line appears. If that texture adjoins one of bitmap's edges, you can continue it in the opposite edge :salute:

Pascal 02-25-21 10:21 AM

The line
 
Quote:

Originally Posted by gap (Post 2732455)
You need to extend the dark deck texture by a few pixels on the side where the clearer line appears. If that texture adjoins one of bitmap's edges, you can continue it in the opposite edge :salute:


http://dar-eva.com/Uboat7B_deck1.jpg

First of all, thank you for your help but I'm not sure I understand: I can't change the size of the image and no matter what tint is applied, there is always this clear line - No, I think the solution is in a data file, or data structure, but here I don't know how to do it.
Is this line just my PC or is it everyone?

GrenSo 02-25-21 11:05 AM

Quote:

Originally Posted by Pascal (Post 2732477)
Is this line just my PC or is it everyone?


I have the same with and withou your mod of VIIB.


https://www.subsim.com/radioroom/att...1&d=1614269055


https://www.subsim.com/radioroom/att...1&d=1614269055

Pascal 02-25-21 12:41 PM

Quote:

Originally Posted by GrenSo (Post 2732494)

If I may say so, it reassures me, so a pro I hope to work on this bug.
I also see that I still have to work on the design of this deck VIIB.

gap 02-25-21 01:56 PM

I should export VIIB's model and check it in a 3D editing program, but from the last screenshots posted by GrenSo I would say that the problem is caused by an mistake in deck's UV mapping which is only made more obvious by your new texture :yep:

kapuhy 02-26-21 05:11 AM

Checked this.

Two planes that are parts of boat deck do not touch as they should, leaving a small hole through which boat's hull below is visible. Solution would be in this case to reposition vertices of one of the deck planes by a bit. I have work atm, but I'll try to fix this in the evening.

Jeff-Groves 02-26-21 11:48 AM

I've found the 4 verts that need moved.
I'm changing them by hex editing the GR2 file.
That insure the VIIB GR2 remains stock for all intents and purposes.
File size does not grow that way and future edits are as if it was a stock file.

It's easier to do simple edits like this rather then take the risk of borking the files for future work.

Should anyone want the information on how I do this?
I'd be happy to post the how to.

kapuhy 02-26-21 12:49 PM

Quote:

Originally Posted by Jeff-Groves (Post 2732726)
Should anyone want the information on how I do this?
I'd be happy to post the how to.

Absolutely! While GR2Editor is fine tool, it does cause files to grow (at least with loose import, I didn't try strict a lot) so for simple edits like this another method would be very useful.

Jeff-Groves 02-26-21 01:23 PM

It may seem hard at first if your not a hex editing Guy!
But it is really simple once you do it a few times.

1st
I export the deck to an object file. What you use to do that does not matter.
No tool out there will give you the EXACT vert information! They all round to 6 places and that is where the secret lies!

Next,
I edit the exported object file in any 3D program to have just the area I want.
I delete anything not important to the area we want to edit.
Then save the file as 2 different obj files so I can compare them.
I end up with 2 faces in each obj file and 6 verts in each.
I'm only interested in 4 verts in each file. 4 of those are the ones to adjust!

At this point you should have 2 files that look like this in note pad.

Forward section...........

# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 26.02.2021 10:04:53

#
# object NSS_Uboat7b_deck_41
#

v 0.102030 0.141436 -2.210532
v 0.104960 0.144917 -2.081790
v -0.102031 0.141436 -2.210532
v -0.104961 0.144917 -2.081790
v 0.000000 0.141436 -2.210532
v 0.000000 0.141436 -2.210532
# 6 vertices

g NSS_Uboat7b_deck_41
f 6 3 4
f 2 1 5
# 2 faces

Rearward section.........
(This one I exported with 12 precision but that didn't help)


# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 26.02.2021 09:17:14

#
# object NSS_Uboat7b_deck_41
#

v 0.098945997655 0.138082996011 -2.316945075989
v -0.098947003484 0.138082996011 -2.316945075989
v 0.101992003620 0.141395002604 -2.211843013763
v -0.101993001997 0.141395002604 -2.211843013763
v 0.000000 0.141395002604 -2.211843
v 0.000000000000 0.141395002604 -2.211843013763
# 6 vertices

g NSS_Uboat7b_deck_41
f 6 3 1
f 2 4 5
# 2 faces


You can copy the above info and save as an obj and get both my working files.

Jeff-Groves 02-26-21 01:43 PM

If you look at the Y position? (It is an XYZ layout)
There are 4 exact matches in each file. Those are what we want to edit!

Now the secret of how we find those in a Hex Editor for the changes!

I use a site to convert the decimal numbers to a float as a start.
I know the results will not find the float I want so I do a wild card search.
In 010 I open the GR2 file and search for * C9 10 3E
I get 17 results so I narrow those down by starting at the bottom of the results!
Reason is the deck is far down in the GR2 file!

I then compare the floats ahead and behind the find results to the obj files and narrow down to the floats I want!

C7 C9 10 3E ends up being the match 9 times. We only need 4 so we look at all of them.

Jeff-Groves 02-26-21 01:52 PM

Now I do the something with the forward section I saved to get the final editing settings.

Once I find that information? I edit the GR2 file and it's as if it was never touched!
I also recalculate the CRC so it is correct.

I've Ghosted the file in a way that no Tool out there does!
I don't put my name in it. I don't change the format.
:03:

By the way? You can Ghost TDW's tools to do a strict import with just NotePad.

Pascal 02-26-21 02:19 PM

This is all very clever. But, I think the easiest way would be to put this modified file online for download?


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