Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: KARMA on March 07, 2004, 07:25:47 pm
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ok, I'm having an annoying shading problem with the autofacet build:
I took an old model (TF), made a 512x512 texture out of 4 of the old 256x256 maps, re-unwrapped the model and converted.
The shadings of the polys that have been re-unwrapped are a bit screwed after I convert to POF.
For example, in the sphere which is the main hull of the TF you can see (barely) the edges of the polys.
Althought the problem seem small, in game it screw the lightning.
The model show no prob as COB, and I tryed different autofacet angles, and I also tryed smooth groups, with only minimal changes on the pof shadings.
Then I smoothed everything and converted with cob2fs2 and the shadings were finally correct.
So my request is:
since it's not the first time I got shadings problem please PLEASE could you (kazan or bob) add an option "smooth all" which if selected will smooth everything while converting, no matter the shadings present in the cob?
This will help when there are problems converting like in my case and will help when the model has some problems (it happens after conversions between different 3d formats) with shadings
thanks
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This isn;t the ole' subobject problem, is it?
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not this time
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Ah. Well, i'm still bringing it up at every opportunity in the vain hope of someone actually noticing.
( Can't even shove in officially as a bug, because it's most likely due to conversion)
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is there any way we can get a cut vector/paste vector feature. so we can more easily move around xyz coords and normals. and what about an advanced mode that shows pof data in a gridlike fashon (similar to pofdview, but allows for data entry). that or add more autogen stuff.