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Old 06-17-12, 08:32 AM   #1
stanger
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Default [WIP]Captain Room missing wall

I wanted to put my trial period of 3ds MAx to good use, so decided to do some more "editing" of Sh4 files. I made a missing wall behind the desk in cpt room, actually copied the opposite and moved it, but it look different now:



1st pic is moded, 2nd is original.

Does that mean I need to learn UV mapping (according to skwasjer tutorial I should update model materials...).

Any tips, directions would be appreciated.
Or any directions on how to proceed with this (from skwajer tutorial):

"All that you have to do now, is modify the materials that come with the model, and include extra texture maps that use the newly imported map channel data".

It's that map channel 2, need to find out how to update it:


Last edited by stanger; 06-17-12 at 10:59 AM.
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Old 06-17-12, 11:50 AM   #2
Hylander_1314
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Did you try rotating the wall after moving it so that the same face side is showing toward the view?

That is probably why you got the error message. The artfile is is mapped to the surface you don't see.

Rotating is what you would want to do especially if you just cloned the original wall and moved it. That way, everything should match up properly.
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Old 06-17-12, 12:34 PM   #3
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Yep. I did rotate it.
And I can import it to s3d but with that 2nd map channel unselected in importing window. Thats why it looks different, I guess
It would help if I could understand what that second channel does, because 1st one have texture coordinates, matches ziduri.dds (wall texture), and it looks like it get updated, but 2nd one?
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Old 06-17-12, 02:27 PM   #4
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Mmmmmmmmm. I don't want to suggest the wrong thing to try, because I too am not sure what that 2nd channel does.

But I think your on the right track with the UV mapping.
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Old 06-17-12, 03:27 PM   #5
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I did manage to edit that channel and import it to dat file, but with terrible result:



I guess it has something to do with ambient occlusion map.

Well, looks like I have some learning to do

Or maybe it would be easier to make just a wall and put it in as separate object, with its own texture? That way original room will remain as it is, and only that one wall will (maybe) stand out, as will look a little bit worse than the rest...
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Old 06-17-12, 10:30 PM   #6
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It's the chocolate mint room!

Well, at least you know kinda what that channel is there for!
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Old 06-19-12, 04:48 PM   #7
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Good no one is interested in it, as it proved to be more complicated than I thought.
The wall:
1st way - importing separate 3d model as that back wall, with its own texture is piece of cake, but in game its not visible, I mean its there but is covered in black, as in stock game with no wall there; there is no such problem when editing whole set of walls (2nd way), but you can see a result in my previous post; but that second way of doing it looks like a job for a pro, not a noob like me
Last thing I could try is to do and import ambient occlusion map; I think it is it - those textures with green icon in s3d - that cant be exported, but can be imported... anyone knows anything specific about those?

Another issue is camera; having that wall would be pointless without free cam in cpt room; I "unlocked" the cam to be able to look behind (its nor free cam yet), but noticed those lights coming out of windows desappearing after a while (and I double checked it and know its camera settings issue, doesn't happen with untouched cameras.dat).

So, looks like its more trouble than its worth.
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Old 06-19-12, 10:30 PM   #8
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Sounds like you might want to save that for a later project. Once you're more familiar with things, and how they work, then maybe try to tackle it?
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