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Old 12-04-13, 04:36 PM   #1
gap
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Originally Posted by privateer View Post
I'm thinking he did do alot with wings-3d at one time.
Yes, I used to think so until recently, but all my attempts to perform loose imports of Wings3d-exported object files have failed. Only max-exported objects gave the desired results with loose imports. Strict imports didn't pose any problem though, no matter the exporter used.

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Originally Posted by privateer View Post
I still can not figure out what he is doing on import though.
I did take your files and run them through S3D into a dat, exported then imported to a GR2. That GR2 showed a weird ratio compared to going through Meshlab and my sorter.
Tried that. S3d, Softimage Mod Tool and Blender obj files all show UV map distorsions when imported through GR2 Editor.

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Originally Posted by privateer View Post
As for you doing the most with importing and such?
I agree you have the most detailed information and knowledge on useing the GR2 Importer by TDW.
I would not be working with you if it was any other way.
I got to amend your statement: I am the one who had the worst problems using the GR2 Importer by TDW. I would be curious to hear from BIGREG and Silentmichel who have laso used it extensively.

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Originally Posted by privateer View Post
I mentioned I did an import/export useing S3D to adjust the file.
Here's a screen shot of both test imports to GR2.
Look closely at the Vertices count.

...

The top file was done useing S3D , the bottom useing Meshlab and then sorting the file.
The top GR2 file size is 1,485 KB
The bottom is 411 KB

That is a major saveings and the UV's for both are correct.
Is that the last version of the balloon that I sent you yesterday? Exported straight from Wings3d, that object only has 3,226 vertices, which is even lesser than the 4,020 vertices count of the meshlab export...
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Old 12-04-13, 04:48 PM   #2
Madox58
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Originally Posted by gap View Post
Is that the last version of the balloon that I sent you yesterday? Exported straight from Wings3d, that object only has 3,226 vertices, which is even lesser than the 4,020 vertices count of the meshlab export...
Yes it is.
BUT! it gets the filter in mesh lab run on it!
We converted to pervertex from perwedge.
Some of the verts are repeats but with specific tex co-ords.
It's that whole thing I told you about on shuffleing things like that.
You can't think of an import to a GR2 as a 'perfect copy' of your obj file.

Also, look at the version done through S3D? Not even close to your verts count!
So did you get Meshlab installed yet?
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Old 12-04-13, 04:57 PM   #3
gap
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Originally Posted by privateer View Post
Yes it is.
BUT! it gets the filter in mesh lab run on it!
We converted to pervertex from perwedge.
Some of the verts are repeats but with specific tex co-ords.
It's that whole thing I told you about on shuffleing things like that.
You can't think of an import to a GR2 as a 'perfect copy' of your obj file.
Ok thank you, that makes perfect sense, and it explains why objects exported from game (both using GR2 editor or S3d) have so many redundant vertices/edges.

Until now I was erroneously convinced it was due to poor optimization by devs
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Old 12-04-13, 05:09 PM   #4
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Ok thank you, that makes perfect sense, and it explains why objects exported from game (both using GR2 editor or S3d) have so many redundant vertices/edges.
Exporting from a GR2 or with S3D?
I'd run it through Meshlab and use a couple of filters to reduce things right off the bat.


It's not the Tool used causeing that extra info. They are direct exports of information in the files converted to the obj format with no post-processing done. It's perfect translation so to speak.
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Old 12-05-13, 01:22 PM   #5
gap
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Exporting from a GR2 or with S3D?
I'd run it through Meshlab and use a couple of filters to reduce things right off the bat.
I always use Wings3d's 'Cleanup' command on recently exported objects for getting rid of isolated or very close vertices, followed by a 'Weld Point Tool' processing in Softimage Mod Tool. I also find Mod Tool's poly reduction tool very useful, but I only use it on my own high poly models.
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Old 12-08-13, 06:13 AM   #6
Anvart
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Originally Posted by gap View Post
...
Until now I was erroneously convinced it was due to poor optimization by devs
Are you the wrong (bad) opinions about the developers?
Import/export from/to obj-files by TDW's (or privateer's) program does not have any relation to developers.
I think.
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Old 12-08-13, 07:29 AM   #7
gap
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Are you the wrong (bad) opinions about the developers?
Import/export from/to obj-files by TDW's (or privateer's) program does not have any relation to developers.
I think.
So many game flaws and bugs were blamed to devs that I thought that one more would have passed unobserved.
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Old 12-14-13, 02:50 PM   #8
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@ gap,

E-Mail with new ObjSorter version sent.
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Old 12-14-13, 02:54 PM   #9
gap
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@ gap,

E-Mail with new ObjSorter version sent.
Thanks privateer, trying it out
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