Moin CC,
spending one eve not having contact with any kind of computer is like stepping backwards from the chalkboard. Hereīs my idea, Iīll check this out myself tomorrow. But you probably donīt have the patience to wait.
You say the number of texture coords is cut into halves. May it be that they contain all texture coords data needed for TWO maps. First one Normal map, second one Occlusion map. To check this out:
- import the original sapca_xx.obj to max
- export it without any changes
- import it to dummy.dat
- check whether the first or the second half of the original vertex coords match the vertex coords of your CC_sapca_xx object node
If one of them matches we could create own occlusion maps by exporting the object twice, first with normal map as diffuse color map, second with occlusion map set as diffuse color map. Then cut the texture coords from both and bake them together as one texture coords block. Lots of hex work to do. And this might be nuts, but itīs worth a try, I think. Maybe UBoat used a similar or even the same approach already. I donīt remember. Many lines have been written since, and Iīm getting old
Regards,
DD