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#1 |
GLOBAL MODDING TERRORIST
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VT can be lower.
I have an obj file open now with 28566 vertices but has 1520 texture coordinates. To make it GR2 compatible we would need to add texture coords. Those can be a repeat or just 0. That should allow TDW's program to import as a 'clean'. I think that's his term. |
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#2 |
GLOBAL MODDING TERRORIST
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You can combine meshes into one obj file. They are still separate meshes If done right.
Then Bake. You only need the UV's (VT) for each mesh. Faces should not change. Don't know if Wings3D or other programs can export UV's only or if you can have more then one texture channel in them. Now. UV's are a quick way to change texture coords (VT) in Max. I burn AO in a different program, save the UV's, then import to Max. To do the same if your program does not export just the texture information? Export the burned obj and copy paste the VT's when needed. And before anyone asks? I can decode 3D Max UV's to vt's. Read up on how the obj file handles faces. It's really simple once you fully understand it. 3 verts make a face. The f tells you what v gets what vt f v1/t1 v2/t2 .... Last edited by Jeff-Groves; 02-04-19 at 06:30 PM. |
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#3 | ||
Navy Seal
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![]() Quote:
![]() Let's take a simple primitive like a cube. In the XYZ space it has indubitably eight vertices. Unwrapped as in the figure below, it will have fourteen UV vertices, you can count then: ![]() By stitching all the UV edges together, we can reduce vt number to eight (i.e. the number of XYZ vertices), but I don't see how we could make it smaller than the main vertex count. ![]() Quote:
I know that Max supports multiple UV coordinates, I that's what you mean. Unfortunately that's an useful feature missing from Wings3d (dunno about Blender). |
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#4 |
GLOBAL MODDING TERRORIST
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You can fold that box to 4 to get a lower vt count.
faces will remain the same and just use the same vt in places. |
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#5 |
GLOBAL MODDING TERRORIST
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On putting multiple meshes in an obj? Don't weld the verts and they will remain a separate mesh! Burn your AO, then export ONLY that one mesh.
All things should be fine! Now in Max I have a script the will export all the meshes to separate obj files so it's simple. Maybe Wings has scripting abilities? |
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#6 | |
Navy Seal
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f v1/t1 v2/t2 v3/t3 and these are the face definitions of the AO obj file (with messed up vertex order) f v1(ao)/t1(ao) v2(ao)/t2(ao) v3(ao)/t3(ao) The faces of the fixed AO obj file should look like this: f v1/t1(ao) v2/t2(ao) v3/t3(ao) I could do that file merger in excel indeed, but unless I find a way to create an 'intelligent' generic spreadsheet that works with obj files of any length, setting up a 'specific' spreadsheet every time, is going to be a time-expensive exercise... Last edited by gap; 02-05-19 at 06:13 AM. |
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#7 | |||
Navy Seal
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![]() Quote:
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Let's say that I have one object composed by two meshes let's call them a and b. the vertex sequence in that object is v a1 v a2 v a3 v a... v b1 v b2 v b3 v b... Now let's say that we want to bake our object together with another object. After the creation of a new UV map (for the AO channel) and the AO baking we separate the combined object into the single meshes composing it, and then we re-compose the original objects. As long as we didn't alter the geometry of any single mesh, vertex order within them should not have changed. But what if the order of the meshes within the re-combined object has changed as a consequence of its separation and re-combination? We would find ourselves with an object so composed v b1 v b2 v b3 v b... v a1 v a2 v a3 v a... Apparently the original object and the re-combined object will only differ in their UV mapping, but to GR2 Editor would be two different objects... I hope I made myself clearer this time... Quote:
![]() Last edited by gap; 02-04-19 at 07:24 PM. |
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#8 |
GLOBAL MODDING TERRORIST
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I think I know what you mean but I'm not positive.
Can you send me example obj files and which version of the GR2 editor you have a problem with? |
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#9 | |
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![]() Quote:
I am not saying that the problem I tried to describe below will necessarily happen, or that all the problems we faced in the past were coming from there, but we should at least agree on the fact that this is something that can happen, and if it happens it can scramble the UV-map import. |
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#10 | |
GLOBAL MODDING TERRORIST
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That issue may have been fixed with later releases of TDW's Exporter/Importer? ![]() |
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