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Old 05-24-07, 06:52 AM   #121
CaptainCox
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Ok...hitting that wall here.
Where do I get this info?
In MAX, or in the HEXEDITOR checking the .obj or from the .DAT ?

Quote:
01 00 00 00 65 00 00 00.....data block type 1/101
DD 74 25 DF CB 14 B4 76....IDs node

0E 00 00 00......................number of object´s vertices (14)
.....168 bytes of vertex data, 12 bytes per vertex (4x, 4y, 4z)
0C 00 00 00......................number of object´s triangles (12)
.....156 bytes of triangle data, 13 bytes per triangle
19 00 00 00......................number of texture coords (25)
.....200 bytes for texture coords, 8bytes per coord
54 4D 41 50.....................TMAP
.....01.............................number of TMAPs
.....02.............................type of TMAP
..........72 bytes of TMAP data
Thanks!

Quote:
Originally Posted by GuillermoZS
Hi man! The ONLY way you have to do this at the present moment is delete the Normal and Occlusion texture files of the object you are modifying. There is no other way right now, since Pack3D messes all TMAP info and it´s not possible to correct it manually (at least no one could be able to do it as far as I know). So, try deleting those maps...

Cheers!
Ok the hat that I am trying to import has 2 texture files
sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map)
Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX?
You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here.
Cheers!
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Old 05-24-07, 07:52 AM   #122
GuillermoZS
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Quote:
Originally Posted by CaptainCox
Ok the hat that I am trying to import has 2 texture files
sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map)
Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX?
You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here.
Cheers!
Hi, my fault, I didn´t explain it very well Every object in the game ususally has 3 textures applied to it: color, normal (bump) and occlusion. The problem when modifying ang object in SH4 with Pack3D is that the info about the UVs for each map is messed up so the game has troubles knowing what texture apply on what cahnnel (color,normal,occlusion).

So, the option I gave you is just remove all maps EXCEPT the color map (just put the texture files in another folder or change its name so the game doesn´t recognice them). Don´t know how many maps have the hat object, remove all except the color map, and let´s see what happen

Cheers!
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Old 05-24-07, 07:54 AM   #123
CaptainCox
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Ah Ok, got ya. Will try right away. Thanks!
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Old 05-24-07, 08:10 AM   #124
CaptainCox
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Hm...don't really seem to do it...at least like it should.


Renamed that Occlusion file and as you see the texture still don't show up.
I wonder...maybe have to look deeper in to that HEX stuff after all.
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Old 05-24-07, 08:38 AM   #125
Anvart
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Quote:
Originally Posted by GuillermoZS
Quote:
Originally Posted by CaptainCox
Ok the hat that I am trying to import has 2 texture files
sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map)
Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX?
You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here.
Cheers!
Hi, my fault, I didn´t explain it very well Every object in the game ususally has 3 textures applied to it: color, normal (bump) and occlusion. The problem when modifying ang object in SH4 with Pack3D is that the info about the UVs for each map is messed up so the game has troubles knowing what texture apply on what cahnnel (color,normal,occlusion).

So, the option I gave you is just remove all maps EXCEPT the color map (just put the texture files in another folder or change its name so the game doesn´t recognice them). Don´t know how many maps have the hat object, remove all except the color map, and let´s see what happen

Cheers!
Yeee ...
*_T01 - diffuse (color) texture
*_N01 - Normal Texture (for bump mapping)
*_O01 - Occlusion Texture (for R/L reflection)
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Old 05-24-07, 08:55 AM   #126
DivingDuck
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Quote:
Originally Posted by CaptainCox
Ok...hitting that wall here.
Where do I get this info?
In MAX, or in the HEXEDITOR checking the .obj or from the .DAT ?
HexEditor, Marine.dat/3d node #259/sapca_ca01. BUT the first posted screen was made from my OH project.
Try this approach:


this screen was taken from the actual Marine.dat
  • take a small dat file (e.g. my barrel.dat as it contains only one 3d object)
  • rename it to whatever you want
  • import your hat.obj to this dummy.dat
  • go to the 3d object´s node
  • according to my Marine.dat the number of vertices is 54 (36 00 00 00)
  • copy the following 648bytes (vertex position data)
  • paste into new tab
  • open the unchanged Marine.dat
  • go to the 3d object´s node
  • paste the 648bytes over the existing bytes
  • save and try what´s happening
ATTN: The number of vertices MUST NOT be changed.

The textures should be applied now, but you may encounter some texture distortion.
If you don´t succeed doing the hex stuff, I´ll do it for you.

Regards,
DD
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Old 05-24-07, 08:57 AM   #127
CaptainCox
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Super man! Cheers! will give it my best!
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Old 05-24-07, 09:35 AM   #128
GuillermoZS
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Quote:
Originally Posted by CaptainCox
Hm...don't really seem to do it...at least like it should.


Renamed that Occlusion file and as you see the texture still don't show up.
I wonder...maybe have to look deeper in to that HEX stuff after all.
Hi, for what I see in the picture, I think that´s a problem with the normal map. I´ve been looking at the texture files for the hat, well, I think the files you mentioned before are not the right ones for that exact object. I THINK the right ones are:

- sapca_od01.dds (color)
- sapca_on01.tga (normal) <-- and NOT "sapca_mn01.tga" (which is for the sailor white hat I think)

The last one (sapca_on01.tga) is the one you have to remove. Try it and let´s see what happens...

By the way, I think there are nor occlusion maps for the characters (or I haven´t found them)

Last edited by GuillermoZS; 05-24-07 at 11:08 AM.
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Old 05-24-07, 11:22 AM   #129
CaptainCox
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You know what!...UR 100% right!...but...
Check this out.

UNMODDED HAT (White glare in certain angles)



MODDED HAT (looks like its picking up "some" color )


As you see there is some problems doing it like this

I will fiddle with the hex trick and see if i can get it that way.

Thanks a lot though man! I was like WOOT when I saw I had the wrong Occlusion file.
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Old 05-24-07, 06:01 PM   #130
UBOAT234
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Default Remap and Occlusion

Hi,
For the moment without a TMAP editor, I have tried one technical, temporary solution.

Rework entire diffuse texture to 512 and repeat this to entire canvas.
For ex. Here the original 1024x1024


Resize image to 512x512



Expand canvas to 1024x1024





Rework your texture with your material and make a flatten image


I have made this


And after a new Alpha Channel




Now import this material in your 3D Software and make a set UVs map without Overlapping.
When you have ended the work, Bake the Occlusion Map.
Attention, without Overlapping! Only the objects that are equal can be with Overlap. For ex. the safeboat in a unit is ten. Bake only one, because all the safeboat is in the same place on the texture and UVs coordinated.


(In this example the the texture and Occlusion is not complet)
Open the Diffuse texture, apply the Occlusion in a new layer





Continue

BEST REGARDS
UBOAT234
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Old 05-24-07, 06:25 PM   #131
UBOAT234
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Now select the layer of the Occlusion and set this with Multiply


The Shadows now is in the right place



Now I have a Diffuse Texture with Alpha Channel and a Layer with Occlusion Map.
Save this image with the name of Diffuse Texture, ex. *.T01, without Layer and Alpha.

And now make a texture for the Light Map.
Delete the layer of the Occlusion.


Make on the RGB channel a value of grey of 200 for channel


Fill all the channels with this. And this is the result




Save this image with the name of the Light Map, ex *.O01, now with the Alpha Channel
At this point I have my model with a new texture, new set UVs, but the Shadows is mapped in the diffuse texture.
In the Light Map have in work/engine only the Alpha Channel.


BEST REGARDS
UBOAT234
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Old 05-24-07, 06:34 PM   #132
UBOAT234
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Default Normal Map

In end I must make a new Normal Texture ex. *.N01. Because I have changed the Diffuse Texture.
I will have little resolution...
But this allows me to have the space in order to put the UVs without Overlapping.
This is necessary for Bake a Occlusion without error.

BEST REGARDS
UBOAT234
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Old 05-24-07, 10:01 PM   #133
Lagger123987
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Quote:
Originally Posted by GuillermoZS
Quote:
Originally Posted by Lagger123987
Can anyone help me on my Bismarck/Nelson mod?
Could you pleas post a link t the mod? I see if I can help...
Not done yet, Need to show you some more pics of it.
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Old 05-25-07, 12:16 AM   #134
CaptainCox
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Very nice Tut there UBOAT234...I wonder if this would help me on that "Hat" prob i have? Gonna fiddle with the hexing today anyway, but PS is sort of what I am good at...hexing...well, not yet!
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Old 05-25-07, 03:42 AM   #135
CaptainCox
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@DD ...works like a charm!. Its not 54 vertices in the "sapca_o01" but 115, that's 73 00 00 00 I think you looked at the "sapca_ca01"

I can see the texture just fine ingame but as I did this quick and dirty, just pasted the code in all 12 "sapca's" just to see if I got the desired effect. I did this as the models sort a loads at random, and instead of waiting for "THE" model to load I simply used it on all, so the models are a bit fuked up :p But anyhow seems to work.

Now to the tedious work of doing this to all 12 models.

Cheers and Thanks CC!

EDIT: This is actually a pretty "backwards method" not that it don't work, but it would be so much more "fluid" to just be able to export, tweak, import, play :p. I can see in this thread you guys are looking hard for a better method to fix this. As i get more experience with this 3D stuff I will chip in where I can.
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Last edited by CaptainCox; 05-25-07 at 03:59 AM.
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