Engineer shak-otay Posted April 23 Engineer Share Posted April 23 (edited) SH_cloud1 (WordUV at UV pos=16): Edited April 23 by shak-otay 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted April 23 Engineer Share Posted April 23 (edited) For the Zeppelin: the uvs look like in the picture. This should be rapi.rpgBindUV1Buffer(VertBuff, noesis.RPGEODATA_SHORT, 32, 16) in Noesis. hmm, on my old PC it works... Edited April 23 by shak-otay 1 Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted April 23 Engineer Share Posted April 23 16 minutes ago, shak-otay said: rapi.rpgBindUV1Buffer(VertBuff, noesis.RPGEODATA_USHORT, 32, 16) I haven’t looked at the plugin but your message shows an error, try it: rapi.rpgBindUV1BufferOfs(... 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted April 23 Engineer Share Posted April 23 yeah, thanks, saw it already. 2 Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted April 23 Engineer Share Posted April 23 7 hours ago, notameowcelot said: some .x files don't work as well try it: fmt_CrimsonSkies_X.py *(this opens all the samples that are in the topic. send those that give an error.) Link to comment Share on other sites More sharing options...
notameowcelot Posted April 23 Author Share Posted April 23 (edited) 21 minutes ago, Durik256 said: try it: fmt_CrimsonSkies_X.py *(this opens all the samples that are in the topic. send those that give an error.) quickly ran through everything I've extracted so far. All looks good, I'm pretty sure submeshes are in correct places for a lot of the models now (with exception of landing gear on devastator - unless that's how it actually is). So it looks like the only real issues left relate to material mapping/uvs? there's a few odd 'fireballs.x' meshes but probably just meant to be animated there's also a few oddly positioned meshes still, but could just be how they were actually modelled or set up here's a reference for the above (sh_boss_zep), you can ignore the interior hole thingy since there are different models for that, just mainly the top cone bit i'll send these over just in case there's something actually wrong with them! If you want any more samples do let me know 🙂 and hope the image spam isn't too annoying 😅 sh_boss_zep.7z Edited April 23 by notameowcelot Link to comment Share on other sites More sharing options...
notameowcelot Posted April 23 Author Share Posted April 23 oh forgot to ask! is there any sort of case to deal with .x's that carry extensions with the file name in them? or would I just have to rename 'em all? since there seems to be separate parts for them, so i'd have to figure out what to do there Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted April 23 Engineer Share Posted April 23 21 minutes ago, notameowcelot said: there's also a few oddly positioned meshes still, but could just be how they were actually modelled or set up fix it the problem was that the bones were multiplying after the mesh was created.. 1 Link to comment Share on other sites More sharing options...
notameowcelot Posted April 23 Author Share Posted April 23 8 minutes ago, Durik256 said: fix it the problem was that the bones were multiplying after the mesh was created.. wow, you work fast! appreciate the quick fix there lol Link to comment Share on other sites More sharing options...
notameowcelot Posted April 23 Author Share Posted April 23 testing as well.. i noticed that the UVs all seem to be there..they're just scaled very low for some reason? Link to comment Share on other sites More sharing options...
notameowcelot Posted April 24 Author Share Posted April 24 (edited) a quick investigation using SS_boss_zep.x - i realised that the game may be blending multiple textures together - but the UV sets aren't aligned correctly when I try to scale them up, and these parts are separate submeshes as well. is it possible that models can have 2 uv sets by any chance? or is this some other issue? here's how the part with the logo's uvs look when unscaled by default after importing Final Boss - Copy.7z Edited April 24 by notameowcelot Link to comment Share on other sites More sharing options...
notameowcelot Posted April 25 Author Share Posted April 25 (edited) yeah...definitely some odd UV issues (2003) going on from my investigations. UVs in some models seem to get clipped and end up in weird places, or straight up look wonky when converted from .x. plus the fact I have to manually scale each mesh's uvs up to try roughly match how they look ingame for some reason this is specifically pertaining to zep_pandora.x. i think i've already sent it in past uploads - but if you can't find it, let me know and I can send it. unfortunately my max total size for uploads/attachments is 80kb for some reason, so had to resort to Imgur for sharing these pics: ingame Blender UV sheet, scaled roughly Any idea what's going on here and how to fix? Would be greatly appreciated! been trying to mess with the UV part of the .x plugin but can't nail it down at all, so hoping someone else can figure it out! cheers 🙂 Edited April 25 by notameowcelot Link to comment Share on other sites More sharing options...
notameowcelot Posted April 25 Author Share Posted April 25 as a side note as well, I've been trying to figure out how to retrieve the original materials and their names..but no clue where they're stored, if they're even in the .x file... @shak-otay@Durik256did you notice anything that could be those when you were messing with the 2003 files? if not I might have to dig deeper Link to comment Share on other sites More sharing options...
dustdevil Posted April 28 Share Posted April 28 you guys dont know who i am but can i get all the models and meshes for crimson skies high road to revenge some halo CE modders really want these models 1 Link to comment Share on other sites More sharing options...
notameowcelot Posted May 3 Author Share Posted May 3 checking in here! haven't been able to do much progress, outside of trying to learn more about the .bin format these models are usually sourced from. hoping someone here's figured out the uv issues by any chance? Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted May 3 Engineer Share Posted May 3 3 hours ago, notameowcelot said: as a side note as well, I've been trying to figure out how to retrieve the original materials and their names..but no clue where they're stored If you mean which texture is assigned to the model then it's stored right before vertices start. Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 3 Engineer Share Posted May 3 @notameowcelot: this is the sub mesh for the logo. You might try adjust the vt values (using excel or something) until they fit the texture. ss_boss_zep_Logo.zip Link to comment Share on other sites More sharing options...
notameowcelot Posted May 3 Author Share Posted May 3 1 hour ago, h3x3r said: If you mean which texture is assigned to the model then it's stored right before vertices start. not quite no - 2001 .x models (and the 2003 default.x found in default.zip) has the names for materials listed - but aren't present in 2003 .x models from my understanding. 1 hour ago, shak-otay said: @notameowcelot: this is the sub mesh for the logo. You might try adjust the vt values (using excel or something) until they fit the texture. ss_boss_zep_Logo.zip 4.29 kB · 2 downloads will give this a shot, cheers! Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted May 3 Engineer Share Posted May 3 (edited) I think I found UV Scale value. Need more testing... Well it looks like in engine... Edited May 3 by h3x3r 1 Link to comment Share on other sites More sharing options...
notameowcelot Posted May 3 Author Share Posted May 3 (edited) 34 minutes ago, h3x3r said: I think I found UV Scale value. Need more testing... Well it looks like in engine... Awesome! That looks to be it for sure 🙂 was trying to figure out this issue for a while now. How's the UV scaling work? Edited May 3 by notameowcelot Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted May 3 Engineer Share Posted May 3 How's the UV scaling work? U * UVScale -V * UVScale Maybe there are also position values, but they are too small to affect anything Link to comment Share on other sites More sharing options...
notameowcelot Posted May 3 Author Share Posted May 3 (edited) 25 minutes ago, h3x3r said: How's the UV scaling work? U * UVScale -V * UVScale Maybe there are also position values, but they are too small to affect anything where is UVScale determined in this instance? also, did you notice if there was any secondary uv sets by any chance? that's something I'm still not sure how it works, unless this fixes that as well attempts to figure it out myself are not going well... XD Edited May 3 by notameowcelot Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted May 3 Engineer Share Posted May 3 Sorry i am tired... Need sleep. BTW i think i got figured full struct. Link to comment Share on other sites More sharing options...
notameowcelot Posted May 3 Author Share Posted May 3 1 minute ago, h3x3r said: Sorry i am tired... Need sleep. BTW i think i got figured full struct. All good! Sleep well, and awesome work! Appreciate it a ton Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted May 4 Engineer Share Posted May 4 (edited) Scaling in (older) blender behaves a little bit strange. And it would be required to have different ratios for x and y. If you scale the tga file in y-axis (outside blender), save it and load it into blender the displayed texture on the mesh doesn't change. Very odd... In newer blender (v3.x) it seems to work "perfectly" because you can change the ratios for x and y independently. Edited May 4 by shak-otay Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now