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01-23-14, 08:38 AM | #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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01-23-14, 09:05 AM | #2132 | |
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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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01-23-14, 09:12 AM | #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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01-23-14, 09:25 AM | #2134 | ||
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If you are familiar with Wings you know what I mean Quote:
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01-23-14, 04:34 PM | #2135 | |
Black Magic
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This was your Wings3D OBJ barrage balloon imported into Iceberg01 |
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01-23-14, 05:10 PM | #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. |
01-23-14, 05:29 PM | #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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01-23-14, 05:36 PM | #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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01-23-14, 05:49 PM | #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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01-23-14, 05:50 PM | #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 |
01-23-14, 05:53 PM | #2141 |
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Most useful
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01-23-14, 05:57 PM | #2142 | |
Black Magic
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Send me the files you have for this small_generic_01.gr2 thing. |
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01-23-14, 06:08 PM | #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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01-23-14, 06:14 PM | #2144 | |
Black Magic
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01-23-14, 06:17 PM | #2145 |
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No, I'd never noticed this feature
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