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#2131 | |
Black Magic
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g balloon_Balloon usemtl _balloon_MkVII_4Balloon s 1 f 1/1/1 2/2/2 3/3/3 f 1/1/1 4/4/4 5/5/5 f 3/3/3 6/6/6 7/7/7 f 3/3/3 4/4/4 1/1/1 f 3/3/3 8/8/8 4/4/4 f 3/3/3 9/9/9 8/8/8 f 7/7/7 6/6/6 10/10/10 f 7/7/7 9/9/9 3/3/3 f 10/10/10 9/9/9 7/7/7 f 10/10/10 11/11/11 9/9/9 f 5/5/5 2/2/2 1/1/1 f 5/5/5 12/12/12 2/2/2 Look how everything is a 1:1 ratio (vertices are not optimized). This one is ready for import into a GR2 file. Check the Wings3D one and you'll see that there is no 1:1 ratio (it's very evident). It's not Granny friendly. Do you see what I'm talking about? Last edited by TheDarkWraith; 01-23-14 at 09:03 AM. |
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#2132 | |
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Location: CJ8937
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Maybe Max uses a special format for those vertices which is recognized by Wings, and redundant vertices (for Wings) are merged automatically on importing them? The same does not apply to S3d/GR2 Editor obj exports. When inported in Wings3d, I can clearly see that meshes have been cut along the perimeter of their UV zones. ![]() |
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#2133 | |
Black Magic
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I don't think 3DS Max is using any kind of special format. It just has no problem with duplicate vertices. It's very Granny friendly ![]() I've used Wings3D in the past and had no problems with importing the OBJ files from it so there is something 'different' with your model. Once I get back home today I'll code in the cloning of duplicate vertice indexes found in the importer and I can almost guarantee it will fix the problem with your model. |
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#2134 | |||
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If you are familiar with Wings you know what I mean ![]() Quote:
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#2135 | |
Black Magic
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This was your Wings3D OBJ barrage balloon imported into Iceberg01 ![]() |
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#2136 |
Black Magic
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v1.1.403.1 released. See post #1
This version enhances the loose importer. If an OBJ file has indices that define a vertex more than once then for every indice for that vertex after the first the importer will clone that vertex thus keeping a 1:1 ratio (Granny friendly). The strict importer will NOT do this. After all it's a strict import and the vertices defined in the OBJ file must equal the number of vertices defined in the mesh. |
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#2137 | ||
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![]() ![]() Since we are at it, have you looked into the smoothing groups issue yet? and wath about the other problem I had pointed (see below)? ![]() Quote:
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#2138 | |
Black Magic
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If the importers encounter any 's x' entries in the OBJ files they ignore them (they just skip over them). So shouldn't matter anymore. The other problem I have to fire up the app in the debugger and see. What files were used and what exactly did you do? |
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#2139 | ||
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file name: small_generic_01.GR2 task performed: exported crates mesh (if you look into that GR2 there are some levitating crates at the end of the docks); edited their y coordinate in Wings3d; imported them back in the same GR2. import method: strict import (only vertex coordinates imported, kept the existing AO/Normal coordinates when prompted about them). problem experienced: the crate material gor corrupted (over-reflective), but the GR2 was still working in game. In case they can help, I think i have a back-up of the GR2 file with my updates and of the meshes imported in it. ![]() P.S: have you seen this last suggestion? ![]() |
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#2140 |
Black Magic
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I'm coding something new into the app that will allow you to 'see' how the vertices for a mesh are 'coded'. This is very important if you are going to use existing GR2s as a base for something new. Vertices can have lots of items defined for them such as:
- position (translation) - UV1 - UV2 - bone weights - rotation - normal - tangent - binormal - etc. There are many ways to define a vertex. If you try and use a mesh that doesn't have the correct vertex information defined your new mesh may not render correctly. Worse yet a mesh could have vertex information that you don't need and needs to be defined but you don't define it so it renders badly/incorrectly. Ultimately I'm trying to code in a way to change the vertex declaration for the mesh. Since this is Granny it won't be easy ![]() |
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#2141 | |
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#2142 | |
Black Magic
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Send me the files you have for this small_generic_01.gr2 thing. |
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#2143 | ||
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http://www.mediafire.com/download/5z...20textures.rar In GR2 Editor everything looks fine, but if you open the file in Goblin (or in game) crates should look like this: ![]() As I said before, the problem is in the material. The one solution I found, was replacing the corrupt material with a new one. I will look into my hard drive for the meshes whose importing corrupted the material, if you think they can help you in understanding what went on ![]() |
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#2144 | |
Black Magic
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#2145 | |
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