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#1 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() My suggestion is to switch to Blender for final model editing. This program supports object multi-mapping, i.e. the assignation of multiple UV maps on the same object. You can even import an UV map from one object to another identical object, so whatever changes you do to the model, you are sure that the two exported obj files will be identical in vertex/face structure. Else, if you want to stick to Wings3D, be more careful. You want to ungroup the main model? Immediately after, ungroup the AO model too. You want to regroup a group of sub models? Make sure that you regroup exactly the same objects for both models. Your actions on each model should be specular and you should perform them exactly in the same order for having a chance of success. ![]() Quote:
![]() Last edited by gap; 01-18-22 at 07:27 PM. |
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#2 |
Grey Wolf
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I have checked the original Hull1.obj and Hull1_AO.obj of Kapuhy's model.
- in main model = vt = 2102 - in AO model : vt = 13772 - v lines are identical and in the exact same order No glitch in game. |
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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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![]() Through in SH5 Goblin editor, it shows Armora having 69k verts and 28 k tris total while (comparable in size) stock N3SA1 is 27k verts and 11 k tris, so i'd say proportion is similar. EDIT: btw, Mister_M, if you'd like to make some changes to model in Blender I can send you .blend files so there's less importing/exporting. |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I started using that program after Jeff's advise. Its texture baking utility features a lot of useful options for customizing the output. They can be a bit confusing at the beginning, but imo they are worth the effort of learning them. On medium settings, my bakes never missed a single texel even on very minute parts, but I must add that I always unwrap my models manually. |
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#6 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8 | |||
Grey Wolf
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So, finally, where does the glitch I'm experiencing come from ? Only a difference in the order of vertices between main and AO objects ?
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![]() Last edited by Mister_M; 01-19-22 at 01:36 PM. |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I think no one knew how to use Blender before installing it and starting to mess with it ![]() At the beginning the learning curve can be step, but on the internet there are a lot of guides and video-tutorials covering even the most advanced of its functionalities. I myself am still learning them. I think I will stick to Wings3D as my main modelling tool because I feel more proficient with it, but there are a lot of cool things you simply can't do in Wings and you can do in Blender. Why giving them up? ![]() |
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#10 | |
GLOBAL MODDING TERRORIST
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Copy the Faces section in the AO obj file. (Obj files are just text files!) Paste that over the faces section of the main obj file then open it! If it looks like garbage? It is Garbage! For GR2 strict import? We need to sort the faces and texture coords. For SH3/4? The faces and textures are stored in a different TMAP section! |
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#11 | |
Grey Wolf
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So, in short, it's impossible to realise (unless checking everything with your trick) that AO objects are incorrect before seeing it in game... because S3D only checks if there are the same number of vertices between main and AO obj...
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#12 | |
GLOBAL MODDING TERRORIST
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But you can just look at the first few lines of verts in each file and see that you have a problem. |
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#13 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Hahahah, I am predictable and you know me well. My point still stands though
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