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Old 01-04-17, 03:44 PM   #1
Kendras
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Support Problem with 3D model of Wildcat

Hi,

I have a problem with aspect of a 3D model in game. It was good before I work on it. What I've done : I exported the 3D model of the Wildcat airplane as .obj (+ .mtl file). Then I opened it in wings 3D, I separated it and removed the pilot, then I reassembled it and exported as new .obj. But now, in game, I have no more a smooth surface as before, as you can see :





Why is there this problem ??? How can I solve it ?
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Old 01-04-17, 03:56 PM   #2
gap
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Can you upload the two versions of the dat file (before and after your modifications) together with your working obj file(s), and post the link here?
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Old 01-04-17, 04:43 PM   #3
Kendras
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Here are the 2 .dat files : http://www.mediafire.com/file/7jc20x...cat_models.zip

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Old 01-04-17, 05:37 PM   #4
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Hm...

Looks like you saved the new files in wings 3d with more materials like before.
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Old 01-04-17, 06:18 PM   #5
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I think there are several problems.

One is that the removal of the pilot reduced the number of material associated with the model. That menas before re-importing the model into the *.dat remove the respective material/texture from the material list in "linked 3D model" window.

Also, I guess the model has isolated triangle faces around the wheels, partly wrongly inversed. (one may call this effect of excessive edge splitting :-) ) Repairing can be achieved using Meshlab or something similar; Wings3D cannot solve that issue.

Cheers
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Old 01-05-17, 12:21 AM   #6
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The original model has topology errors.
The reworked model has the partial correction of these errors. But illiterate. Possibly, accidental. In reworked model there are excess (duplicated) polygons.
Cleaning of model is necessary. Delete the old (broken) polygons. Merge new sections together. "Welding".
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Old 01-05-17, 09:44 AM   #7
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Quote:
Originally Posted by the_frog View Post
I think there are several problems.

One is that the removal of the pilot reduced the number of material associated with the model. That menas before re-importing the model into the *.dat remove the respective material/texture from the material list in "linked 3D model" window.

Also, I guess the model has isolated triangle faces around the wheels, partly wrongly inversed. (one may call this effect of excessive edge splitting :-) ) Repairing can be achieved using Meshlab or something similar; Wings3D cannot solve that issue.

Cheers
Quote:
Originally Posted by Wise View Post
The original model has topology errors.
The reworked model has the partial correction of these errors. But illiterate. Possibly, accidental. In reworked model there are excess (duplicated) polygons.
Cleaning of model is necessary. Delete the old (broken) polygons. Merge new sections together. "Welding".
Ditto.
I had a look into the model myself, and I saw many of the problems stated by the_frog and by Wise

The sharp edges on the top of the fuselage are caused by isolated faces. Fixing the problem is a matter of welding them in MeshLab, or with any other program capable of advanced mesh manipulation. I use Mod Tool for that.

Sharp edges + dark triangles on the bottom of the fuselage near the landing gear, in the radiator, and in some of the canopy beams, is caused again by non-contiguous edges, and by those triangles being "twofold", i.e. being composed by two coincident faces welded together, each pointing to opposite directions. The cure is removing manually the faces with wrong normals, and welding the remaining triangles with each other.

Last, I see some redundant meshes, i.e. meshes which are entirely enclosed within the fuselage and cant be seen when the model is assembled. They don't do any harm, but they are consuming computer resources without a valid reason. Removing them is an easy task.

All in all, I think the model is the result of a quick conversion from a format not compatible with the Wavefront (obj) file format. Fixing it is possible, but it will require some tweaks and a general clean-up. If no one else is volunteering for that job, I will put it in my to-do list
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Old 01-05-17, 10:37 AM   #8
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@gap
Everything that you have listed, I completely agree with you.
Manual cleaning of the duplicated welded sides turned inside out, is a nightmare.))
https://yadi.sk/d/TQ6ZYJQ3379BKd
Take. I started, and you continue.
I have eliminated mistakes, which on screens. Also, has eliminated errors of a lattice of a cabin of the pilot. For elimination of all mistakes long boring fuss is necessary. It is simpler to make new model.
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Old 01-05-17, 01:01 PM   #9
Kendras
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Quote:
Originally Posted by Wise View Post
For elimination of all mistakes long boring fuss is necessary. It is simpler to make new model.
Wow, really ?
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Old 01-06-17, 06:18 AM   #10
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Hello Gap and Wise,

there are two models in the Pack 3D Models collection, from different games. One is a reasonably well looking low-poly version but offerend only in 3ds (Wise, can you take care of that? I do not use 3Dmax ...):
http://p3dm.ru/files/37_grumman-f4f-wildcat-.html

By the way, converting of Sketch-up models often results in numerous fragmented and duplicated triangles. Same problem is also with Flight Simulator models (if I remember right, Sergbuto's Wildcat was converted from Flight Simulator).

Due to these nightmarisch problems I gave up on expanding my personal SH3 world by converting models.

Cheers
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Old 01-06-17, 07:40 AM   #11
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Quote:
Originally Posted by the_frog View Post
there are two models in the Pack 3D Models collection, from different games. One is a reasonably well looking low-poly version...
Wow, nicely detailed model with separeted meshes for control planes and other detachable parts (wings need to be cut away from the main chassis though, but that's the least problem), excellent UV-unfolding texture work (by the way: just one texture for the whole model), and it even comes with normal and specular maps! Looks like its author made it with our game in mind... pity that I was making good progress with the other model, but I will happily scrap it. Thank you the_frog!

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...but offerend only in 3ds (Wise, can you take care of that? I do not use 3Dmax ...):
Wings3d has an inbound 3ds importer. Model subparts are not in their correct position, but snapping them in their place is an easy job

Quote:
Originally Posted by the_frog View Post
By the way, converting of Sketch-up models often results in numerous fragmented and duplicated triangles. Same problem is also with Flight Simulator models (if I remember right, Sergbuto's Wildcat was converted from Flight Simulator).
I know: fragmented/duplicated/inverted/redundant/non UV-mapped faces, are common eveninces when converting from Sketch-up models. But not all of them are as bad. At worse use them as template for my own meshes, when I miss good plans/blueprints. This is what I am currently doing for Kendra's lighthouse (though the original conversion wan not that bad)
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Old 01-06-17, 08:04 AM   #12
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... oh my ... I mixed up 3ds and max ... right, wings3D has very good 3ds importer. For maxr, there's no importer ...

When lacking proper plans, I also used exisitng 3d models as templates. I meanwhiel avoid that practice because seemingly many models have been done not based on plans but just on wild guessing ...
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Old 01-06-17, 09:04 AM   #13
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Quote:
Originally Posted by the_frog View Post
... oh my ... I mixed up 3ds and max ... right, wings3D has very good 3ds importer. For maxr, there's no importer ...
yep, unlike .3ds, the .max format is a proprietary format. No importer that I know of for it

Quote:
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When lacking proper plans, I also used exisitng 3d models as templates. I meanwhiel avoid that practice because seemingly many models have been done not based on plans but just on wild guessing ...
Well, when you have nothing but your eyes for guessing the proportions of an object, someone else's estimates are better than nothing, especially if compared with photographs of the same object from different angles. By the way, my squid launcher model was mostly done by pure guestimation, and if someone else wanted to create a better representation of it, he would have no better option than using my model as template for his own work (as far as I can understand, there are no other models of it around), unless he had access to original plans indeed

P.S: I had a look into the Pack 3D website (thank you for pointing me to it!) and I norticed they even have a Grumman F6F Hellcat model in their collection (an high-poly one though). Has this aircraft ever been released for SHIV?
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Old 01-06-17, 11:09 AM   #14
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... yes, max is a proprietary format and it is not likely an importer will ever come to existence ...

I have a rough plan of the Castle class; it includes plan views of the Squid (size 50 x 150 px for all 5 views -- not very helpful ... ).

I am not aware of any Hellcat in SH3 or SH4 but, note, I am no SH4 expert
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Old 01-06-17, 11:11 AM   #15
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Gap, Frog!
Guys, do not you think that we are too deep into this aircraft problem?
It is worth it?
The author of a thread silent, and we are here, as if we solve the main issue Silent Hunter.
Personally, I have enough other problems. More important, in my opinion.
http://www.subsim.com/radioroom/showthread.php?t=212557
You do not?
With your permission, here I leave you.
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