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Old 02-04-06, 09:52 PM   #1
AG124
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Default Texture Mapping

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.

http://www.blender3d.org/cms/Home.2.0.html
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Old 02-04-06, 10:02 PM   #2
AG124
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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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Old 02-04-06, 10:41 PM   #3
iambecomelife
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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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Old 02-05-06, 10:08 AM   #4
AG124
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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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Old 02-05-06, 11:21 AM   #5
Polak2
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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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Old 02-05-06, 12:35 PM   #6
NoLine
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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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Old 02-05-06, 01:57 PM   #7
Polak2
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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 )
Notice that for example Mat#1 which is concrete2 has no vertices and faces which is INCORRECT, same with last one Gate_D which shows to be on ALL elements of this model. This is also wrong.
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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