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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
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Does anyone here know how I or anyone else can fix the issues with texture mapping which are currently being caused by pack3d? I was having a look at another program (Blender) but I can't get it to work properly.
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#2 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
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Although, here's an interesting tutorial for texture mapping in Wings3d. :hmm: Having trouble with it though.
http://neoengine.emedia-solutions-wo...UVMapping.html |
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#3 |
Silent Hunter
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I'll have to take a look at that. There are a lot of really great ship parts that can only be used on their parent models because they're mis-textured when placed on other ships.
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#4 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
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If you have any luck with it, please let me know. Some of my texture problems are severe, although I am now choosing parts which fit better.
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#5 |
Weps
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I am a newbie here, but allow me to give my 2c :
Problems happens in models when their parts are multimaterial. Or Multi/Sub Materials as the call them. Assignment of materials to subparts is incorrect, but it comes from *.mtl file which is part of the of the original data. I think if we could "unscramble" that text *.mtl file and put the materials in correct order the problem should be resolved. I may be also that *.mtl file is missing one on the materials on the list. Why I am saying this? When I subject the multimaterial model to script splitting the model into the individual submaterial parts - one of the part is dissapearing.This leads me to conclusion that something (material) is missing. |
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#6 |
Medic
![]() Join Date: Jun 2005
Location: AN85
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thats not a bad idea Polak2
can we not use the *.mtl generated by pack3d to fill the missing data ? |
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#7 |
Weps
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Further investigation how 3D editor "sees" extracted 3D multisub objects yielded more complicated picture:
Code:
Summary Info for (at Frame 0) Objects: Cast Receive Motion Name Type Verts Faces Shadows Shadows Blur Hidden Frozen Material (Type) ------------------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------------------ default Editable 4620 2861 Yes Yes No No No Default (Multi/Sub-Object) default_mat1 Editable 0 0 Yes Yes No No No concrete2 (Standard) default_mat2 Editable 166 136 Yes Yes No No No Pavaj (Standard) default_mat3 Editable 1200 656 Yes Yes No No No Brick_wall_black (Standard) default_mat4 Editable 1178 610 Yes Yes No No No Bricks_roof_D (Standard) default_mat5 Editable 622 472 Yes Yes No No No Steel (Standard) default_mat6 Editable 116 58 Yes Yes No No No arm_cement (Standard) default_mat7 Editable 6 4 Yes Yes No No No brick_wall1 (Standard) default_mat8 Editable 36 24 Yes Yes No No No WWIIPosters (Standard) default_mat9 Editable 124 64 Yes Yes No No No hkomandantur (Standard) default_mat10 Editable 76 38 Yes Yes No No No lager (Standard) default_mat11 Editable 206 154 Yes Yes No No No Window01 (Standard) default_mat12 Editable 40 20 Yes Yes No No No Window02 (Standard) default_mat13 Editable 12 6 Yes Yes No No No cellar2 (Standard) default_mat14 Editable 4620 2861 Yes Yes No No No Gate_D (Standard) Scene Totals: Objects: 15 Shapes: 0 Cameras: 0 Lights: 0 Helpers: 0 Space Warps: 0 Total: 15 Mesh Totals: Verts: 13022 Faces: 7964 Materials: Default ( Multi/Sub-Object ) concrete2 ( Standard ) Pavaj ( Standard ) Brick_wall_black ( Standard ) Bricks_roof_D ( Standard ) Steel ( Standard ) arm_cement ( Standard ) brick_wall1 ( Standard ) WWIIPosters ( Standard ) hkomandantur ( Standard ) lager ( Standard ) Window01 ( Standard ) Window02 ( Standard ) cellar2 ( Standard ) Gate_D ( Standard ) concrete2 ( Standard ) Pavaj ( Standard ) Brick_wall_black ( Standard ) Bricks_roof_D ( Standard ) Steel ( Standard ) arm_cement ( Standard ) brick_wall1 ( Standard ) WWIIPosters ( Standard ) hkomandantur ( Standard ) lager ( Standard ) Window01 ( Standard ) Window02 ( Standard ) cellar2 ( Standard ) Gate_D ( Standard ) Those materials in between are also incorrectly assigned, but they may not appear so evidently incorrect as the ones I used as an example. What I am trying to say is this: all known 3D editors which we use to edit extracted models may get wrong/scrambled picture from extractor. Of course that only applies again to Multimaterial objects - the single materials are OK. I'll keep up some more digging. |
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