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Having Problems with Weapon Model .obj Export
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StrikerMan780
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 PostPosted: Fri Jan 15, 2010 8:22 pm    Post subject: Having Problems with Weapon Model .obj Export Reply with quote Back to top

I've been working on a GoldenEye 007 Related project for a long while now, and have had need access to the weapon models, for various reasons.

Recently, I've come across the GoldenEye Setup Editor, and it has exactly what I need, a very good program indeed... BUT, there is a problem. When trying to export Weapon Models to OBJ, the model's shape/geometry is correct, but there are major problems with Groups, and Materials. Groups are assigned to all the wrong polygons, and the materials seem to be set to the wrong groups as well. Muzzle Flash is the only thing that turns out correctly, and I end up with the muzzle flash texture all over the model.

Is there a Work-Around, or is this a bug that needs to be fixed for the next GE Setup Editor? If so, could the devs please look into it? That would be great, thanks.


Last edited by StrikerMan780 on Mon Jan 18, 2010 7:50 am; edited 1 time in total
 
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SubDrag
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 PostPosted: Sat Jan 16, 2010 6:29 am    Post subject: Reply with quote Back to top

You're quite right. It's fixed now in beta, if you do grab latest beta (run as admin), then run beta instead. I still see some weirdness with blue instead of red, I think it's because it can't handle the AA891301010A.bmp texture which was 1 x 1. It seems to work in the editor oddly though.
 
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SubDrag
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 PostPosted: Sat Jan 16, 2010 6:38 am    Post subject: Reply with quote Back to top

Also this texture needs fixing, not sure why it loads in editor but not in bmp programs:
B257E501010A.bmp

One final note:
The .obj format doesn't support vertice coloring, only on a triangle basis, so it's not as perfect as in-game.
 
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StrikerMan780
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 PostPosted: Sat Jan 16, 2010 1:53 pm    Post subject: Reply with quote Back to top

Ok, that fixed part of the problem. Thanks. Smile

I'm still having problems with the models being completely black when imported into modeling programs, they either correct themselves when I turn on fullbright lighting, or remain black until I flip the faces, or make them double-sided.

I use Milkshape 3D 1.8.4 most of the time, if that helps.

Mind if I make a request? Could a checkmark box be added next to the Export OBJ Button that sets it so it just creates the base materials in the model, without the colored shading, so there isn't a mass amount if different Materials to adjust. I don't need the colors like in the real game, because the engine I'm working with doesn't support material colors to begin with.


Last edited by StrikerMan780 on Mon Jan 18, 2010 7:52 am; edited 1 time in total
 
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 PostPosted: Sun Jan 17, 2010 5:40 am    Post subject: Reply with quote Back to top

I added a button to export without colors if you want to regrab beta.
 
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StrikerMan780
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 PostPosted: Sun Jan 17, 2010 9:38 am    Post subject: Reply with quote Back to top

Excellent, thanks man, this all helps. These are the only problems left:


Some issues with groups I am assuming.


Texture trouble.. UV Map problem I'm guessing? I may be wrong. Look at the bit on the handle where the texture is puny and has lines in it, and the bits on the top and side of the gun where the texture is squished to the point there is a bunch of lines.


Last edited by StrikerMan780 on Mon Jan 18, 2010 7:52 am; edited 1 time in total
 
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Dragonsbrethren
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 PostPosted: Sun Jan 17, 2010 10:01 am    Post subject: Reply with quote Back to top

The bottom one looks like the same problem we get with room models when the UV coords exceed a 16-bit float:

http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=31292&highlight=16bit#31292

I don't know why that would affect an exported model, though.
 
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 PostPosted: Sun Jan 17, 2010 10:07 am    Post subject: Reply with quote Back to top

No u/v problem, it's a 1x1 texture which doesn't seem to be able to properly be read by any tool other than the editor. Try and replace it with a 1 x 1 of your choosing.

 
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StrikerMan780
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 PostPosted: Sun Jan 17, 2010 12:47 pm    Post subject: Reply with quote Back to top

I'm speaking of the bottom pic, and in your pic, has the same problem. Look at the Klobb handle, Lower part of side, and Top.

Now, as far as that 1x1 problem, I don't believe bitmaps are treated well when they are that small by most programs. How about tiling it when exported to make it 2x2? Dunno if that will work, but it is worth a try.


Last edited by StrikerMan780 on Mon Jan 18, 2010 7:53 am; edited 2 times in total
 
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 PostPosted: Sun Jan 17, 2010 1:06 pm    Post subject: Reply with quote Back to top

Strange, you're right, u,vs are off on that. I don't know if that's me or Rare, but presumably it's me.
 
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StrikerMan780
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 PostPosted: Sun Jan 17, 2010 1:37 pm    Post subject: Reply with quote Back to top

Problem with Duplicately named groups:
 
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 PostPosted: Sun Jan 17, 2010 5:37 pm    Post subject: Reply with quote Back to top

.mtl file looks clean to me. I think it's a problem with that modeller.

newmtl m0
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B4028AOther20203.bmp

newmtl m1
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B40A98Other20203.bmp

newmtl m2
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B41237Other20203.bmp

newmtl m3
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B419ACOther20203.bmp

newmtl m4
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd AEB59901010A.bmp

newmtl m5
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd A3677Dw20h200x73COLORS377SIZE.bmp

newmtl m6
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd ABAA0B01010A.bmp

newmtl m7
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9AA66Ew20h200x18COLORSC4SIZE.bmp

newmtl m8
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9BF6D4w20h200x1CCOLORS.bmp

newmtl m9
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9FC3E3w20h200x6BCOLORS.bmp

newmtl m10
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9AA732w20h200x17COLORS.bmp

newmtl m11
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd A7EA4301010A.bmp
 
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StrikerMan780
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 PostPosted: Sun Jan 17, 2010 5:40 pm    Post subject: Reply with quote Back to top

EDIT: Never Mind...

Last edited by StrikerMan780 on Sun Jan 17, 2010 5:44 pm; edited 1 time in total
 
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SubDrag
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 PostPosted: Sun Jan 17, 2010 5:43 pm    Post subject: Reply with quote Back to top

The groups are not named mXX. They are named primary - Part00, primary - Part04, etc
 
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StrikerMan780
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 PostPosted: Sun Jan 17, 2010 5:44 pm    Post subject: Reply with quote Back to top

Never mind, something is wrong with the modeler in this case, my bad. I think I'll convert from OBJ to another format now, and try it from there.
 
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