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#2116 | |
Stowaway
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![]() It's just the way your reading an obj file for import. I'd suspect a few lines of code to adjust for universal import from any type obj. |
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#2117 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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I am using Wings 3d as main tool, but objects exported from S3d or Blender show the same problem. If you need it, I can give you a link to one of my models, for you to look into it. ![]() ![]() |
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#2118 | |
Black Magic
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As far as the importing and smoothing groups you'll need to give me files and detailed directions as to what you did so that I can view the problems myself in the debugger. This beast is getting very complicated now ![]() I'm not well versed in smoothing groups so that's probably one of the reasons for the errors. If I don't know about it or what it is/does I can't code it. Why the 3DS max smoothing groups work? I must've got lucky ![]() |
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#2119 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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This is what I and Privateer are talking about:
![]() http://www.subsim.com/radioroom/show...postcount=3770 ...and here is one of the last version of the barrage balloon recently added to OHII (after import/export in max): http://www.mediafire.com/download/v9...inal_parts.rar P.S: I will post later a mesh containing smoothing groups |
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#2120 | |
Stowaway
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I know (after hours spent in a hex editor, our favorite tool) what is going on. GR2's, when exported from a program add a fake kind of insert to make sure numbers match to allow full imports. Some times it's zeroed, some times it's a repeat of already used info. Smooth groups seem to have no effect as far as I have been able to detect. Most 3D models I've been sent only have one smooth group anyway? I also base that on the original files sent to me by the Dev's that have only one smooth group. |
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#2121 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#2122 | ||
Black Magic
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Ensure to use that File-->Verify after making a change. That way when you do something and it fails because there are errors you can tell me what you did and when you did it so I can try and reproduce it. |
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#2123 | |
Stowaway
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![]() I've sent 3D models to a few of the original Dev's with more then one smooth group and had the GR2 version sent back and see nothing strange. ![]() A model with one smooth group really has no smooth groups and can be ignored. |
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#2124 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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#2125 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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another weirdness that should be addressed:
http://www.subsim.com/radioroom/show...&postcount=149 http://www.subsim.com/radioroom/show...&postcount=154 This time I had exported some of the crates from small_generic_01.GR2, edited their height in wings, and imported them back in the same file (strict import, only vertices coordinates imported, keep existing Norma/AO data yes). Their material was getting corrupt. The one cure I was able to find, was setting a new material and discarding the old one. |
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#2126 |
Black Magic
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Where are the TGAs/DDSs for the barrage balloon?
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#2127 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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An example? Try importing this object using last GR2E version: https://www.mediafire.com/?71d3v1du34su3bm I am importing it in the stuka stock GR2 (loose import, every option checked but 'AO map'). I get this message: Quote:
In both cases File-->Verify doesn't show any error. On a side note: TDW, can you make error message into selectable text fields, for us to quickly copy/paste them on the forum? ![]() |
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#2129 | |
Black Magic
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Granny is a little inefficient (if you want to call it this) in the way it treats vertices. If you export any mesh from any of the SH5 GR2s you'll notice that it has a LOT of vertices defined. Why you may ask? Every vertice in Granny has it's own texture coordinate and might also have a normal defined. If a vertice has the same position data but different texture data then Granny needs another vertice for it. Your barrage balloon has been optimized in it's vertices. By optimized I mean if two vertices were found to have the same positional data then the 'duplicate' was discarded. This is not good for Granny! I had the importer track all the indices defined and if a duplicate indice was found then it checked to see if the texture coordinates were different for the two. What I found was what I thought: the indices are defining two vertices (it's actually the same index in the vertices) that have the same positional data but different texture data. My importer is then overwriting the vertices existing texture data (which was previously defined) with new texture data. This makes it appear that texture data is all hosed up. How to fix? What I have to do is when a duplicate vertice is found (face definition defines a vertex index that has already been used) I have to clone it. Last edited by TheDarkWraith; 01-23-14 at 01:47 AM. |
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#2130 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Please have a look to the obj files below (kindly provided by Targor Avelany) to know what I mean: https://www.mediafire.com/?2l6uew8aqxebk2y |
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