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Old 05-25-07, 01:46 PM   #1
CaptainCox
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DAM! I thought U where at WORK!...ppl will be in peril for real GO GO GO! :p
Again cheers MAN! Will give it my best!

AHHH! the SIG is back...
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Old 05-25-07, 03:41 PM   #2
CaptainCox
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I am not 100% but does the "Edit Seams" have something to do with it?


Been at it for 1h or so, but I can't find the function to move it to the edge...I guess i am doing something wrong
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Old 05-25-07, 07:02 PM   #3
GuillermoZS
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Hi, What I think you have to do is move some points in the UV map to fit the texture better (donīt know if this has a HEX editing effect...). In your base object use the "UV Unwrap" modifier, press the Edit buton and move the points you need, in the UV map window, to fit the texture. If you want I can make a more in deep explanation for you but itīs very intuitive

Again, this is the standard procedure form common objects, I donīt know if moving the points of the UV causes the need of tweaking the hex file or something like that...
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Old 05-25-07, 11:31 PM   #4
DivingDuck
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Hi CC,

LOL, Iīm at work now. Youīll never understand the pattern, neither do I.

Hereīs what I can recall from memory:
  • select your hat
  • apply the respective texture(s)
  • (right click it and CONVERT TO EDITABLE MESH)
  • press "4" or select sub-object level "faces mode"
  • select the faces you need or press STRG+A to select all faces
  • apply UNWRAP UVW modifier
  • press the EDIT UVW MAP button
  • a new window opens
  • go to the drop down in the upper right and PICK TEXTURE
  • now itīs like cutting decals
  • move the vertices where you want to have them
  • vertex movements in this UVW map modifier window donīt effect the 3d geometry
  • if youīve selected all faces you might encounter some overlapping faces, donīt worry, thatīs no problem at all
  • when done, close the window and right click your hat again
  • select CONVERT TO EDITABLE MESH to apply the changes
  • export to *.obj
  • first step done
  • now import to dummy.dat again
  • open dummy.dat with pack3d
  • search for the 3d objectīs node and get the starting position
  • open dummy.dat with hex editor
  • go to this position
  • itīs counting time again
  • 8 bytes data block type 1/101
  • 4 bytes for nodeīs size indicator
  • 8 bytes for node ID
  • 1 byte type of object identifier
  • 4 bytes for number of vertices
  • 1380 bytes (12x115 (number of vertices))
  • 4 bytes for number of triangles
  • XXX bytes (13xnumber of triangles)
  • 4 bytes for number of vertex coords
  • XXX bytes (8xnumber of vertex coords); you should end by TMAP or the nodeīs end, if no TMAP is present
  • copy these data and paste them as you did with the vertex data
  • your hopefully done
Regards,
DD
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Old 05-26-07, 12:15 AM   #5
CaptainCox
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Amazing man! just woke up here to find this! This is like 3D school online!
Gonna have some Bfast and dig in to this.
Again thanks a lot! I guess I have to start looking in to how to get you a rebate on that Pajero soon

Gonna have a go at what GuillermoZS said as well. This reminds so much of my ol game hacking days...there is always a solution, but the way there is the fun part
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Old 05-26-07, 01:14 AM   #6
CaptainCox
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Just had a stab at this between toast and tee...



I am doing this wrong i guess as the changes are confined within that "seam" line. So sure I can move the texture around and stuff, but its still inside that "green line" area. Don't I have to set that up first?
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Old 05-26-07, 02:51 AM   #7
DivingDuck
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So, you like to have that red marked area cover the whole top of the hat to the rim? Did I get you right there?
If so,
  • select all the hatīs top faces
  • apply the UVW map modifier
  • youīll see the inner part as it is on your screenies right
  • and there will be additional faces
  • that are the hatīs top faces not highlighted on your screen
  • if you select a vertex now (in UVW map modifier window) all vertices that are connected will be highlighted
  • drag the vertices to where they belong
  • overlay the correspondinging vertices on your "old green seam line" and the ones from the new faces accordingly
  • when done select them both by dragging a box around
  • press STRG+W to weld them (STRG+B will break them)
  • thus you create the "additional" rim
  • when done, downscale the whole thing to fit the texture in size
Kind of strange to explain without any screens. If you give me some time, I could do a little pictured tut. Got some time on monday night. Or you send me the max scene and I adjust the vertex coords for you. You could "reverse" engineer the issue then.

Regards,
DD
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Old 05-26-07, 05:34 AM   #8
GuillermoZS
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Quote:
Originally Posted by CaptainCox
Gonna have a go at what GuillermoZS said as well. This reminds so much of my ol game hacking days...there is always a solution, but the way there is the fun part
Hi, what I told you is just the same DD explained you

Here you have a good tutorial for UV mapping for games:

http://www.oman3d.com/tutorials/3ds/unwrap_uvw_mapping/

Cheers!
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