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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4201 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I have the usual UV map corruption when I try reimporting the modified model
![]() I can't go on without Targor's and/or privateer's help... |
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#4202 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#4203 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() We should aim to this level of suspance in game. RSD is a huge step forward towards this goal, and I am also looking forward to Rongel's update of his torpedo failure mod, compatible with TDW's patches ![]() |
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#4204 | |
Ace of the Deep
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#4205 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#4206 |
Ace of the Deep
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Thank you gap ![]() I'm hoping that privateer will be able to help with the texture issue. I will test if flipping the geometry on x and will let you know if it worked. Yep, the texture is the main culprit for the "flattening" The detaching of the horns should be easy, while I still will be ale to place them on the same texture. In regards to smoothing groups, I believe it is not the issue of wings 3d, but more the interpretation of information by GR2, as I had no issues with smoothing group import into GR2. |
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#4207 |
Stowaway
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@ gap,
I see the problem with your files as I stated in the PM. Doing some testing to give you an easy fix. @ Targor Avelany, gap is correct on his observations on your files. It's the disconnection of those plates causeing the weird look with the normal texture. I'd disconnect any part of the horns that you don't want a rounded or smoothed edge on. Sides from tops and so on. |
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#4208 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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One last note: the GR2 file you sent me opens correctly in GR2 Edit. v .374.1, but it is not renderes in Goblin's viewport ![]() |
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#4209 | |
Ace of the Deep
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![]() Now I just need to understand why the heck the lettering looks weird-mirrored. |
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#4210 |
Stowaway
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You may need to flip both the UV's and the texture left to right.
Working on gap's import problem at the moment. It should be easy to adjust after a few tests. |
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#4211 | ||
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#4212 | |
Ace of the Deep
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There are 3 main issues that I see with importing at the moment: 1) inability to use non-3ds max file exports. 2) I'm still having issue with the way SOMETIMES the meshes become inverted along the x axis (what what I can say at least). It applies to S3D and Sh3/Sh4 (learned that while working on the IXb) and now it somehow/somewhat happens in Sh5: and that really annoys me because I do not understand why all of a sudden. 3) renaming and deleting: this issue applies to all parts: bones, materials and mesh names. Sometimes it works and sometimes it just messes up the entire file in the weirdest ways - gaps example is very appropriate. |
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#4213 | |
Ace of the Deep
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By flipping, you mean that I should mirror the UVs from left to right and the texture (so the letters on the texture are "mirrored"), correct? @gap, also, if you do need for me to import things, do not ever hesitate to bug me. ![]() |
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#4214 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() As I said before, there are two easy solution for the flipped lettering: - pre-flipping only the lettering in the diffuse texture, so that it will look normal when mirrored in game. This would leave object's geometry still mirrored though. - flipping the whole object around x or z (not both, due to what I have stated above about double negations). Talking about not moving objects, the choice about axis to be flipped is unrelevant, but ships and planes should be flipped on their x axis (flip z an they will move backwars ![]() In any case, the lettering should look "wrong" when rendered in 3ds/max, to look good in Goblin/GR2 Editor Quote:
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#4215 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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