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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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1) Model the ship and UV-map it for diffuse texture 2) Paint the diffuse texture 3) Merge objects I have into "final" objects that will be exported into game 4) Create second UV channel (yes, Blender does have the option) and make it UV-map for AO texture 5) Bake AO texture on this second uv-channel 6) Export objects into GR2 editor I never had any problem with vertex order this way. Quote:
Now, with import I honestly don't know. Only ship I had to import from game was Armed Trawler I was disarming, and I didn't even bother importing second uv map - I simply baked a new AO map for modified ship and exported it to replace the old. Quote:
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EDIT: Also regarding uv-mapping in Blender - I use 2.78, which doesn't have the option to see/edit uv map for multiple objects together, but there's an addon called Multiple UV Maps Editing which allows to do just that. In 2.80 from what I hear the option is already added. |
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#2 |
GLOBAL MODDING TERRORIST
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I explained LONG AGO how to trick TDW's tool to do a strict import.
Why strict? It avoids his routine that adds to the file size! Totally implemented that routine incorrectly! Given my troubles when logged in? I'll not explain it all again at this time. |
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#3 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#4 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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That's a shame, really - it would be very important information to every SH5 modder (because yes you are right - GR2 Editor loose import does seriously inflate file sizes and it's not a good thing from performance perspective) and despite searching your posts for words like "strict" or "import" I couldn't find the explanation you mention. Hopefully, you'll reconsider and if you do, it should really be stickied or something so it's easy to find for everyone.
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#5 | |
CTD - it's not just a job
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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#6 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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#7 |
GLOBAL MODDING TERRORIST
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Yes. I was getting slammed when logged in. Could not post nor PM.
Everything seems back to normal now thank goodness! ![]() As for searching past posts? Search for Madox58 ![]() Here's the thread with SO MUCH information it blows peoples minds! https://www.subsim.com/radioroom/sho...06#post1757906 Last edited by Jeff-Groves; 03-05-21 at 12:20 PM. |
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#8 |
Gefallen Engel U-666
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/\ did U get the pic I PM'd? That took an hour of hunting in The Bilge thread.
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#9 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you for your detailed answers kapuhy
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I find Blender's interface counterintuitive (or maybe I am just too used to Wings3D's friendliness), so I might get a little while for me to get used to it, but the advantages are definitely worth any little delay. https://docs.blender.org/manual/en/2...anagement.html Quote:
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