View Single Post
Old 03-01-14, 07:26 AM   #5
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
I see only two ways you could get scrambled AO coordinates:
1) you imported the AO texture coordinates separately (only had import AO checked - basically you were only importing AO texture coordinates)
nope, the two coordinate sets were imported at the same moment

Quote:
Originally Posted by TheDarkWraith View Post
or
2) you imported the AO texture coordinates and AO vertex data and the number of AO vertices == number of non-AO vertices BUT the face definitions were different between AO and non-AO
To the best of my knowledge, the diffuse and the AO meshes are indentical but in their UV coordinates: same number of polygons, same number of edges, same number of vertices, but since the AO map encompasses two separate meshes, each composed by several geometries assembled together (i.e. bunker parts + rock parts), before baking it I had to combine the two meshes. I then separated the combined object and combined the resulting geometries again as per their original arrangement (bunker parts with bunker parts and rock parts with rock parts). Possible that when doing it vertices/faces order was scrambled? Does this order actually matter?

Quote:
Originally Posted by TheDarkWraith View Post
Give me a link to the files you were using that gave the scrambled AO texture coordinates so I can view them in Debugger.
Sure

https://www.mediafire.com/?4pbdduq8grm7bhx

Quote:
Originally Posted by tonschk View Post
Hello Gap , please do you know where are the GR2 flags files/folders of the ships ?
Main ship models located in the data\Sea folder;
ship parts (guns, sensors, crew, flags, etc.) located in different subfolders of the data\Library path.

Quote:
Originally Posted by tonschk View Post
I am not able yet to open the UZO GR2 files to check which is the condition of the GR2 shadows settings
Yep, that GR2 file is a special one, not yet supported by GR2 Editor (it misreads some data, and refuses therefore to open the file).

Provided that the problem of the UZO not casting shadows resides in its node properties, a possible workaround fix could be opening temporarily the file in a version of TDW's application which ignores the data misreading, exporting UZO's meshes, importing them in a supported file, setting their cast/receive shadow properties appropriately, and making u-boats' UPC files to point to the new model in place of the stock one.

I couldn't find any older version of GR2 Editor able to open that file unfortunately. Of course we could create an UZO model from scratch, but this is too much work for a fix that we aren't even sure that it is going to work (the only way to make it sure would be checking original model's node properties).

Quote:
Originally Posted by tonschk View Post
...I will try to open the flags GR2 files to enable the flags dynamic shadows and self shadowing, thank you for your help
Unfortunately you can't: the flag models used in SH5 are dat objects, and they are known for casting no shadows in game (this is one of the limitations of imported dat ships).

Unless someone finds a way to tweak the game shaders so that dat objects can cast/receive shadows, or deciphers GR2 animations enabling us to create GR2 flags, ship flags will never have shadows
__________________
_____________________
|May the Force be with you!|
...\/

Last edited by gap; 03-01-14 at 07:53 AM.
gap is offline   Reply With Quote