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Old 05-02-23, 10:09 AM   #1
Tigerzhunters
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Default Ambient Oclusion Problems

Any idea Why the ambient oclusion like this Cuz im using wings 3d



But without AO it will like this



Mybe any wings 3d veteran everytime im add ambient oclusion to s3d it will like this.



Wing3d im already Set The Uvmap??
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Old 05-02-23, 10:34 AM   #2
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Originally Posted by Tigerzhunters View Post
Any idea Why the ambient oclusion like this Cuz im using wings 3d



But without AO it will like this



Mybe any wings 3d veteran everytime im add ambient oclusion to s3d it will like this.



Wing3d im already Set The Uvmap??
I run into this when I cut out polygons after creating UV (in Blender). I don't know anything about wings 3D. There are Wings 3D experts here who have more to say than me.
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Old 05-02-23, 11:15 AM   #3
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Icon9

Quote:
Originally Posted by Alex.B View Post
I run into this when I cut out polygons after creating UV (in Blender). I don't know anything about wings 3D. There are Wings 3D experts here who have more to say than me.
Poorly my Graphic card+Proccesor Cant use blender To old for my graphic card

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Old 05-02-23, 05:10 PM   #4
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Default old blenders never die

Never used wings3d, but it looks like the surface normals of your polygons are not all facing the same way. You need to flip the normals of some of the polygons so they all face outwards. No idea how to do this in wings3d!



I have a 12 year old i3 laptop that just about runs the latest Blender 3.5.1 (using Linux) with a few OpenGL related glitches. Official support is only back 10 years, but they do not go out of their way to lock people out and in fact improved things for me at the last release.

However they still make ALL the old releases available for free back to 2003 (blender.org->download->previous versions). in my case I found old computer support was perfect at version 2.93. This has all the features you will need for creating game assets. Alternatively the Blender devs suggest version 2.79b for really, really old hardware.
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Old 05-02-23, 06:54 PM   #5
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Originally Posted by Hooston View Post
Alternatively the Blender devs suggest version 2.79b for really, really old hardware.
I have until recently used 2.75 on 13 year old laptop - just about every function you need for modeling ships for Silent Hunter games works like a charm, only thing I had to be careful about was AO texture baking (still possible but I had to set limit for processor usage by Blender to avoid baking my laptop instead of a texture).
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Old 05-03-23, 01:05 AM   #6
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Quote:
Originally Posted by Hooston View Post
Never used wings3d, but it looks like the surface normals of your polygons are not all facing the same way. You need to flip the normals of some of the polygons so they all face outwards. No idea how to do this in wings3d!



I have a 12 year old i3 laptop that just about runs the latest Blender 3.5.1 (using Linux) with a few OpenGL related glitches. Official support is only back 10 years, but they do not go out of their way to lock people out and in fact improved things for me at the last release.

However they still make ALL the old releases available for free back to 2003 (blender.org->download->previous versions). in my case I found old computer support was perfect at version 2.93. This has all the features you will need for creating game assets. Alternatively the Blender devs suggest version 2.79b for really, really old hardware.
well can i get the link so it can be easier
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Old 05-03-23, 09:15 AM   #7
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I believe you should ask iambecomelife, I think he uses planes3d to model ships
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Old 05-03-23, 02:46 PM   #8
kapuhy
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Originally Posted by Tigerzhunters View Post
well can i get the link so it can be easier
https://download.blender.org/release/Blender2.79/

select blender-2.79b-windows64.msi (unless you use 32 bit windows in which case select blender-2.79b-windows32.msi )

Edit: By the way, if you still didn't solve this problem, you can try posting your file here so that either myself or someone else could take a look at it.

Last edited by kapuhy; 05-03-23 at 04:46 PM.
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Old 05-04-23, 09:05 AM   #9
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Well thx all, The problem fixed So in the model I need like this 5,9InDeruyter And add Again 5,9inDeruyter-Uv2/Uv3.

Well i think it could be the Specular map
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Old 05-05-23, 07:20 AM   #10
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Ruyter? No problem...






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Old 06-09-23, 08:23 AM   #11
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Exclamation

I ran into this problem today. Here is how the problem occured:

1) I exported an already existing 3D object from a .dat library file. This object is composed of two meshes, the first one is UV-mapped for the main texture, and the second mesh is UV-mapped for the AO texture.

So, S3D exported two meshes at the same time: MMM.obj and MMM-uv2.obj.

2) Then, I opened both meshes in Wings3D in order to edge-split them.

3) Then, I exported both meshes as wavefront files (.obj) with the same name (MMM.obj and MMM-uv2.obj).

4) Then, I imported the meshes in S3D by importing MMM.obj (MMM-uv2.obj is detected automatically and imported at the same time).

And now the AO effect is broken... Like this:

Quote:
Originally Posted by Tigerzhunters View Post
Any idea Why the ambient oclusion like this Cuz im using wings 3d

I don't know how to fix that...
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Old 06-09-23, 08:38 AM   #12
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Quote:
Originally Posted by Mister_M View Post
I ran into this problem today. Here is how the problem occured:

1) I exported an already existing 3D object from a .dat library file. This object is composed of two meshes, the first one is UV-mapped for the main texture, and the second mesh is UV-mapped for the AO texture.

So, S3D exported two meshes at the same time: MMM.obj and MMM-uv2.obj.

2) Then, I opened both meshes in Wings3D in order to edge-split them.

3) Then, I exported both meshes as wavefront files (.obj) with the same name (MMM.obj and MMM-uv2.obj).

4) Then, I imported the meshes in S3D by importing MMM.obj (MMM-uv2.obj is detected automatically and imported at the same time).

And now the AO effect is broken... Like this:



I don't know how to fix that...
I suggest you To try Export The 3d obj of Uv 2 and replaced on old one But idk Is the Ao Has Same Mapped Like The Normal texture or No but if yes i suggest delete The MMM-uv2 And Copy The MMM it will appear MMM - Copy Rename It into MMM-uv2 And test it
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Old 06-09-23, 08:49 AM   #13
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Quote:
Originally Posted by Mister_M View Post
I ran into this problem today. Here is how the problem occured:

1) I exported an already existing 3D object from a .dat library file. This object is composed of two meshes, the first one is UV-mapped for the main texture, and the second mesh is UV-mapped for the AO texture.

So, S3D exported two meshes at the same time: MMM.obj and MMM-uv2.obj.

2) Then, I opened both meshes in Wings3D in order to edge-split them.

3) Then, I exported both meshes as wavefront files (.obj) with the same name (MMM.obj and MMM-uv2.obj).

4) Then, I imported the meshes in S3D by importing MMM.obj (MMM-uv2.obj is detected automatically and imported at the same time).

And now the AO effect is broken... Like this:



I don't know how to fix that...
It could be Happend Because The Channel 1 and channel 2/uv2 not have same Size Like the channel 1 that the reasons
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Old 06-09-23, 08:50 AM   #14
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Quote:
Originally Posted by Tigerzhunters View Post
I suggest you To try Export The 3d obj of Uv 2 and replaced on old one But idk Is the Ao Has Same Mapped Like The Normal texture or No but if yes i suggest delete The MMM-uv2 And Copy The MMM it will appear MMM - Copy Rename It into MMM-uv2 And test it
Thank you for the suggestion, but both meshes are not mapped in the same way at all, unlike WoWS models...
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Old 06-09-23, 08:52 AM   #15
Tigerzhunters
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Quote:
Originally Posted by Mister_M View Post
Thank you for the suggestion, but both meshes are not mapped in the same way at all, unlike WoWS models...
Well check The Size Prob the reason or better way you give me the model so i can examine it Haha
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