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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Tue Jan 19, 2010 8:27 pm Post subject: |
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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 Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Jan 19, 2010 8:42 pm Post subject: |
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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.  _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jan 20, 2010 4:39 am Post subject: |
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Other than the Klobb, which models don't work right that you know of? |
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StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Wed Jan 20, 2010 6:54 am Post subject: |
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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 Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jan 20, 2010 4:06 pm Post subject: |
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EDIT: Thought I fixed it, but they still seem off on export. Bit confused. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jan 20, 2010 4:45 pm Post subject: |
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Fixed on export! Apparently us and vs could be negative...who would've thought... |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jan 20, 2010 4:51 pm Post subject: |
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This may seem like a strange question, but the Bond cuffs..where does it pull those models from? |
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StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Wed Jan 20, 2010 7:07 pm Post subject: |
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I'm not quite sure, never looked. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Jan 21, 2010 3:37 am Post subject: |
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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 Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Thu Jan 21, 2010 9:28 am Post subject: |
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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 Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Jan 21, 2010 9:48 am Post subject: |
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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 Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Thu Jan 21, 2010 2:30 pm Post subject: |
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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 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sat Jan 23, 2010 8:37 am Post subject: |
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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 Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jan 23, 2010 8:41 am Post subject: |
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Please post a picture |
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StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sat Jan 23, 2010 8:46 am Post subject: |
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Ok, I got two.
BTW, the seams are also visible in the GE Setup editor's model view window. |
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