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#2056 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
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#2057 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Talking about it, today I had a discussion with Torpedo about the dull appearance of the obs scope beam. Having had a look into its meshes, I realized that retexturing it would require new diffuse and/or AO mapping, and the setting of new texture definitions in Room_CR.GR2. Tedious task, but probably feasible. How important is the fixing of this flaw to you, guys? Should I spend my time on it? |
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#2058 | |
In the Brig
![]() Join Date: May 2013
Posts: 96
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I extracted GRf2 files from the interior of the type 7 in SH5, and wanted to insert them into SH3 using s3d. I was successful, with the base model coordinates, but not the shader coordinates. I tested the extracted interior models in several programs and they gave the same results, that the shader coordinates were corrupted. Do you know what the issue is? I tried this a 6 months ago. Any new versions since? |
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#2059 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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No need for it: no offence taken. I was just trying to put things clear.
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http://www.subsim.com/radioroom/show...postcount=3770 http://www.subsim.com/radioroom/show...=189818&page=7 Those posts refers to the opposite problem (I was trying to import some custom made meshes in a GR2 file), but maybe they could also apply to your case. Which GR2 file/mesh did you try to export exactly? Unfortunately no ![]() Last edited by gap; 10-18-13 at 07:24 PM. |
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#2060 | |
Stowaway
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Don't recall if it was by PM, E-mail, or in a thread here somewhere. ![]() I refer to it as 'shuffeling' or adding redundant verts to balance file sizes. Importing the files into most 3D programs gets those thrown out as most programs optimize by default. |
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#2061 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#2062 | |
Stowaway
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![]() I'll post later tonite with details on why GR2 files use the redundant verts info. You might check past posts in this thread to see if that's where We talked about this. It was when you had problems with the barrage balloon imports. |
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#2063 | |
In the Brig
![]() Join Date: May 2013
Posts: 96
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#2064 | |
Stowaway
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![]() If you mean the Room_TRF.gr2 I get perfect exports myself. ![]() |
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#2065 |
In the Brig
![]() Join Date: May 2013
Posts: 96
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#2066 |
Stowaway
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OK. Back to the redundant verts in the GR2 files...........
If you look at the way the verts are coded into the GR2 files you see 2 texture channels. 1 is the main texture the other the AO. Now both have the same number of verts but different number of texture coords. They must all go in the same place so a way to match numbers is used. By adding redundant verts those numbers are made to match. I'd suspect the granny engine can decide which are just placer verts and discards them on the fly. On exporting the meshes from the GR2 we see a file size that gets reduced if we use many of the 3D programs to import then export with no changes. the reason is most programs optimize the obj and dump those extra placer verts. Some 3D programs even warn that there are extra verts on import. And then proceed to dump them. Do you follow me so far? |
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#2067 | |
In the Brig
![]() Join Date: May 2013
Posts: 96
Downloads: 1
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#2068 | |
Stowaway
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Fix your own problem then as I'll not offer you help any longer. ![]() Good luck as I can tell you'll need a boat load of it! ![]() |
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#2069 | |
In the Brig
![]() Join Date: May 2013
Posts: 96
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It looks like you'll need a submarine of your own, because it seems your in over your head. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#2070 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Thank you privateer, your explanations make perfect sense now. Is there an easy way for matching again diffuse and AO texture coordinates?
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