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#121 | ||
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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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:
Quote:
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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#122 | |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
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![]() 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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#123 |
Sea Lord
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Ah Ok, got ya. Will try right away. Thanks!
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#124 |
Sea Lord
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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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#125 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
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![]() Quote:
*_T01 - diffuse (color) texture *_N01 - Normal Texture (for bump mapping) *_O01 - Occlusion Texture (for R/L reflection) ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#126 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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![]() Quote:
Try this approach: ![]() this screen was taken from the actual Marine.dat
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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#127 |
Sea Lord
![]() Join Date: Feb 2007
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Super man! Cheers! will give it my best!
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#128 | |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
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![]() Quote:
- 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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#129 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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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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#130 |
Weps
![]() Join Date: Oct 2005
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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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#131 |
Weps
![]() Join Date: Oct 2005
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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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#132 |
Weps
![]() Join Date: Oct 2005
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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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#133 | ||
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
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#134 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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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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#135 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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@DD
![]() ![]() 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. Last edited by CaptainCox; 05-25-07 at 03:59 AM. |
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