Author Topic: Advice Please - UV Map Swapping?  (Read 2272 times)

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Offline JGZinv

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Advice Please - UV Map Swapping?
This isn't all straight in my head, so hopefully this comes out semi intelligent...

= History / back story =

FringeSpace has had a long history of problems with models, all the way back to where we started. Everything
from getting the models, using models, making models, keeping models... pretty much we might be cursed in the
model department.

So in order to speed things up, I had to take a hard look at using Tachyon's original models (again) of which we
only have one ancient fan made exporter that doesn't really work correctly. Bottom line is that it spits out broken OBJ files,
that have to be converted with Deep Exploration before any modeling program can use them.

Aside from that, whether it is partly the exporter, and/or Tachyon's models being somewhat on the "quick and dirty" side
of efficient geometry design, they come out with flaws that naturally make them unsuitable for game usage in anything else.

So, in the last 3 months or so Thaeris started helping with taking these Tach-exports and fixing the geometry so they work properly.
I "think" due to him using AC3D, plus all the other conversion steps, we lose the original UV mapping. Bottom line is I have to re UV the resulting
ship from scratch, re texture, etc.

Now back up a bit here, when RK and I started the mod, we tried using the exported models as they were (ah to be young and clueless again).
Geometry aside, how the models pop out - the textures are placed incorrectly on said UV mapping. So we wrote up a Max tutorial on how to reapply
textures by editing the material IDs.  At that time we didn't know how to UV map, so we just did a ID change, reapplied the texture, and tweaked it a little.
The end result was fairly quick and it worked.



So I do believe, that the UV's are largely intact post-Deep. Of course we were told years back the models wouldn't work, didn't have
anyone that knew better, so we scrapped trying to use the exports back then.



= The point =

I'm wondering if the old UV maps can't be salvaged in some way, full or in part, to speed up our processing of objects.

So far the only two ways the come to mind is

A - Opening the post Deep Exploration export file (3DS or OBJ) in Max, and saving the UV map (which the UV map looks like a mass of faces all on top of each other,
packing the UV's seems to separate about 95% of everything decently).  Taking the UV map to the fixed geometry version Thaeris produces, and trying to re apply it,
then going through the old material ID tutorial and reapplying the textures. Since there's different geometry, some fixing would be expected... though I'm not sure
how much (ie if it's worth it to even try). Packing the UV pieces also changes the location on the UV map rather than being in a mass glob, so I wonder if it'll work due to
that as well.

B - Deep -> Max, then running through the retexturing tutorial, then having Thaeris fix the export. Hopefully somewhere in there we can keep the UV and limit
damage to it. Send it back to Max for tweaks and rigging. Etc.

C - Keep doing everything like I have been, remaking it all from scratch.


So I ask for the comments of those with more experience UV mapping... which is a good route to go, or is there another option perhaps?



= Other =

Partially I just would like to process things faster, but also these being models from early 1999, there's a lot of triangles instead of quads, and the textures
I get to work with are like 128x16, 256x64. It's hard enough to even determine what I'm looking at. So having the UV map intact as a guide would be a big help.

I'll also state for the mod, that we're still creating high poly models as we go. The "end game" is that we have all hi res assets. For the short term though, without a lot
of staff, it's more logical to use what we've got available to get to that demo release. For that purpose, as you can see above, Tach's models still work. Honestly they look
better in FSO's engine anyway, and we can still do some effects to help.
« Last Edit: September 23, 2011, 03:20:05 pm by JGZinv »
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

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Re: Advice Please - UV Map Swapping?
I could be wrong but It sounds like they are uv mapped like cap ships.

If so create another uv layer, unwrap and layout, then bake from uv layer 1 to layer 2.

If you could post one of the broken obj exports and its related textures, plus a fixed version I can have a look. (with a model screen shot reference if different from post model)

 

Offline JGZinv

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Re: Advice Please - UV Map Swapping?
Do you want a "fixed version" meaning one I've re-uv'd from scratch, or one that has just had the textures reapplied in the right mat IDs?
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

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Re: Advice Please - UV Map Swapping?
An original obj, though the fixed version can be anything that looks correct.

 

Offline JGZinv

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Re: Advice Please - UV Map Swapping?
This is pretty much everything for the Manta ship. I don't have a version covering every stage for
the warhammer above.

Pak (Tach) export
Deep export
Mat ID version (still has geometry issues)
Thaeris fixed - from scratch UV'd/textured version
example image
all textures for each set
example video of the ship in tachyon
and a list of the primary textures...

http://files.fringespace.org/jgz/HLP/TachyonManta.zip

It's not a complex ship like many of the others, but maybe that'll get you the info you want.
I've got 1 or 2 alternatives possibly available.


Edit... and a YT video of the Thaeris ver. freshly tossed into FSO without anything but a diffuse.
http://www.youtube.com/watch?v=qNYc5rmPRaQ
« Last Edit: September 23, 2011, 05:55:42 pm by JGZinv »
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

  • 210
Re: Advice Please - UV Map Swapping?
Taking a look now. The original uv map is old school, but as a temp fix that would work. Just trying to figure why the uvs  are out of place on the maps.

 

Offline JGZinv

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Re: Advice Please - UV Map Swapping?
Probably cause the guy that made the extractor didn't bug test it properly back in 2001. It has several problems.

I'm in #freespace if you want to chat.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

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Re: Advice Please - UV Map Swapping?
Here's what I'd do using Blender.

It can't handle pcx, but the bmps promoted to 24bit and saved as png work fine.
So I'd have to open the .3ds file in PSPad (text/hex editor) Search and replace PCX with PNG

Then import into Blender.

This gives a model split into objects by texture. Then it's a case of going through each object and scaling/moving the uv islands to fit. At that stage you can put it in game. I guess this possibly has less steps than your current pipeline?


At a later stage you can add another uv layer, reunwrap and bake.

 

Offline JGZinv

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Re: Advice Please - UV Map Swapping?
To be honest I have no experience with Blender outside of downloading it... so I can't say if it's shorter or not.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

  

Offline Water

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Re: Advice Please - UV Map Swapping?
The original obj would work if the conversion tool had left the comments out of the vertex field.

The uv islands work (roughly) if you scale each island across by 3 and then move to the correct position.

The fighter has about ten textures, so you can treat it more as a cap ship uv texturing wise. I think half your problems would go away if the parts are separated by texture. That way it's easy to work on the uv maps since your only seeing the uvs for that particular texture. Patching up the model should work well as long as the modeler can use vertex snaps to other objects.

 

Offline Nuke

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Re: Advice Please - UV Map Swapping?
if you have a lot of little textures that need to be combined into one big texture you can use uvw transform to save a lot of time. ive used it on a lot of my older nukemod textures (from the days of retail modding), where it was acceptable to use a large number of textures. so you composite a bunch of textures together in a large bitmap, say 4 512^2 textures into a 1024^2 texture. then you select by material id and one by one transform each set of uv space accordingly. in this case you would set the uvw tiling to 0.5 on each axis, and apply offsets at about either 0 or 0.5 on either u and/or v axis (the idea is to align the texture to its assigned quadrant) to make those polygons lign up with that quadrant of the new map, then replace the textures with the composite texture. you have to really tweak the numbers if youre dealing with oddball sizes. your best bet is lign things up based on a fixed grid. which would make the offset and scale math a lot simpler.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline JGZinv

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Re: Advice Please - UV Map Swapping?
@ Water... well thanks for the evaluation and your time.

@ Nuke... sounds like basic texture baking.

Actually we just today given the source code to the old pak extractor, and the reason it doesn't work is the texture replacement math wasn't completed.
So we're going to pursue fixing it up, and maybe have us a solid import/exporter to use hopefully.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod