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Old 08-12-13, 07:48 AM   #38
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by oakdesign View Post
With leaving out the AO map on export / import and using Wings3D I 'm now able to follow up in successfully importing the exported lighthouse with updated / changed origin into another *.gr2


Vertex coordinates of the diffuse and AO meshes need to be identical, therefore AO mapping should be done as last task, when you are sure that nothing is going to change into your model. If you are editing exported meshes, import both the diffuse and the AO meshes into a Wings3d/Blender project, edit them as a group, and export them back separately.

Quote:
Originally Posted by oakdesign View Post
Next steps I'm going to do is
  • comparing Blender / Wings *.obj output's in order to find a workflow to be able to use blender as I want to get bit more into 3D modelling
GR2 editor is a bit picky regarding the format of the obj files that ca be inported. An example: yesterday I have noticed that Wings puts some 's 1', 's 2', etc. lines between face definitions of multi-material models, but the GR2 Editor didn't like them. I had to comment them out before I could import the model.

In any case, opening in notepad the obj/mtl files which are exported by TDW's utility or accepted by it, and comparing them with the ones you are trying to import, is a good way to spot differences and possible sources of problems

Quote:
Originally Posted by oakdesign View Post
  • play around with Blender / Gimp / LithUnwrap creating UV Textures
I got to learn Blender myself as I know only some basic functions of it. Im especially interested in its mesh animation apabilities, but before I do it, I need to look for a program which can create/export quick and good AO maps.

As for UV mapping, I find the auto-UV mapping features of Wings3d quite a powerful and flexible tool. Try them

Quote:
Originally Posted by oakdesign View Post
  • play around with Goblin concerning Controllers
Feel free to ask if you need for any help on this
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