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Having Problems with Weapon Model .obj Export
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StrikerMan780
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 PostPosted: Tue Jan 19, 2010 8:27 pm    Post subject: Reply with quote Back to top

Sorry to double-post, but, Subdrag, could you send a message when you get around to figuring out what is going on with the UVs? Because on some models, they are so messed up they are nearly unfixable if the triangles are more complex than a simple pair making a square/rectangle.

Until it's fixed, I can't use the models I need to continue my project. No rush though, take your time, I am patient.
 
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Wreck
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 PostPosted: Tue Jan 19, 2010 8:42 pm    Post subject: Reply with quote Back to top

Just checked out some of the thread linked in your signature.
Very cool stuff you've got going there, Striker. It's always great to see GoldenEye in other games. I look forward to seeing what you're able to do once all of these kinks are worked out. Smile
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SubDrag
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 PostPosted: Wed Jan 20, 2010 4:39 am    Post subject: Reply with quote Back to top

Other than the Klobb, which models don't work right that you know of?
 
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StrikerMan780
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 PostPosted: Wed Jan 20, 2010 6:54 am    Post subject: Reply with quote Back to top

Just about anything, I can also see they have problems in the internal Model Editor/Viewer in the GE Setup editor if you zoom in close enough.

I've had problems with Body Armor, the ZMG, Moonraker, Auto Shotty... Same problem every time too, messed up UVs. It's not necessarily on bits of the model that tile the texture, either, happens just on normal areas of models as well.. A Vertex or two on the UV will be way off, while half of it will look OK.

Offtopic: Thanks Wreck. It's something I've been working on in my spare time. In the last little while, it's been turning out better than I expected, feels enough like the actual game, it's kinda scary. I just can't wait to be able to start working with models, because I'm sure it'll look bloody fantastic, and will allow me to do some really neat effects.
 
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SubDrag
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 PostPosted: Wed Jan 20, 2010 4:06 pm    Post subject: Reply with quote Back to top

EDIT: Thought I fixed it, but they still seem off on export. Bit confused.
 
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SubDrag
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 PostPosted: Wed Jan 20, 2010 4:45 pm    Post subject: Reply with quote Back to top

Fixed on export! Apparently us and vs could be negative...who would've thought...
 
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SubDrag
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 PostPosted: Wed Jan 20, 2010 4:51 pm    Post subject: Reply with quote Back to top

This may seem like a strange question, but the Bond cuffs..where does it pull those models from?
 
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StrikerMan780
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 PostPosted: Wed Jan 20, 2010 7:07 pm    Post subject: Reply with quote Back to top

I'm not quite sure, never looked.
 
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Dragonsbrethren
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 PostPosted: Thu Jan 21, 2010 3:37 am    Post subject: Reply with quote Back to top

SubDrag wrote:
This may seem like a strange question, but the Bond cuffs..where does it pull those models from?

Aren't they all in the suit_lf_hand model?

SubDrag wrote:
Fixed on export! Apparently us and vs could be negative...who would've thought...

Could this be affecting imports as well? Both room and object models, I mean.
 
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Wreck
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 PostPosted: Thu Jan 21, 2010 9:28 am    Post subject: Reply with quote Back to top

With the texturing issue that occurs in certain places of custom built maps? If the weapon models being exported had similar problems, than it's possible that the converted .obj files to GE Format are following suit. Not sure if Sub handles that differently, but with this knowledge, perhaps he could take a look into it, just to be sure.
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Dragonsbrethren
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 PostPosted: Thu Jan 21, 2010 9:48 am    Post subject: Reply with quote Back to top

Yeah, exactly. I haven't run into the issue at all lately, but I was just curious if this might contribute to the problem, in addition to the textures repeating too much for the float to handle.
 
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SubDrag
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 PostPosted: Thu Jan 21, 2010 2:30 pm    Post subject: Reply with quote Back to top

It looks like it's acting appropriately, it's converted the input to a signed short. However, if you have a # too large for u or v (> 0x7FFF) it will treat as a negative number, or smaller than -0x7FFF, it will turn positive. I think those are why sometimes people have issues.
 
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StrikerMan780
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 PostPosted: Sat Jan 23, 2010 8:37 am    Post subject: Reply with quote Back to top

Almost everything has been working so far, and I've even been able to use a model or two, it's been great. I've noticed though, there are seams in the textures on models that don't seem to be in the real game. Really noticeable on the Automatic Shotgun, and the muzzle flashes of any gun. Painfully noticeable on the Body Armor model. (I've managed to work around this one though, due to the model's simplicity.)

Dunno if it means the scale of the UVs are slightly off, or what.

Is it possible for this to be fixed?


Last edited by StrikerMan780 on Sat Jan 23, 2010 8:42 am; edited 1 time in total
 
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SubDrag
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 PostPosted: Sat Jan 23, 2010 8:41 am    Post subject: Reply with quote Back to top

Please post a picture
 
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StrikerMan780
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 PostPosted: Sat Jan 23, 2010 8:46 am    Post subject: Reply with quote Back to top

Ok, I got two.





BTW, the seams are also visible in the GE Setup editor's model view window.
 
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