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  #1  
Old 06-22-2014, 03:17 PM
Zaela_S
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In the meantime I got around to writing an export to .obj (it's under the "utility" menu).

The output files are a bit huge (~20mb) and it exports any referenced images at the same time. I dunno how to even navigate such huge models in Blender ;p Probably not useful to anyone but nice to have there for the sake of completeness.
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Old 06-23-2014, 05:10 PM
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Packet
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Oh awesome! I'll be able to kidnap models and shove them places where they shouldn't be. *waits for Secrets to read this*


* I found another crash-on-import bug. Can I send you an obj file so that you can see it for yourself? It seems like it's directly related to UV's. If I unwrap a model and assign a new material to it (as of the latest version and a couple of versions ago), upon importing (as terrain, haven't tested .mod yet) it causes the "nil" error and corrupts the eqg.

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Originally Posted by Zaela_S View Post
Blah. The map_bump property is one of only two things it even reads from there, it ought to work :| Will have to take a look at that. I'm thinking of adding some kind of quick error dumping to the tool after that MOD import bug.
Actually, error logs would be amazing because I'm running into issues where certain models cause the entire import to fail and it's hard to pin point where the problem actually is. I have to manually remove everything first and then attempt imports until I get one that works.
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Old 07-14-2014, 08:45 AM
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Hey Zaela. Have you noticed any issues with UV Maps being off?
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  #4  
Old 07-14-2014, 10:59 AM
Zaela_S
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Quote:
Originally Posted by Packet View Post
Hey Zaela. Have you noticed any issues with UV Maps being off?
I had noticed something when working on weapons. I used the 2.0 epics to test and noticed that the green gem texture on the necro one would end up in the wrong place after exporting and importing back in. Details on enchanter one were off all over as well.

Think I just figured it out while tinkering with a model viewer thingy. Apparently the V values in UVs need to be inverted, but only if they are positive. For whatever reason. I think I remember seeing something like that in the context of wld-based stuff, should have realized it sooner :|

Will try to get fixes up later today or tomorrow ... once I figure out what to do to cancel it out properly. Too tired to think right now ;p

edit: Might be something peculiar to DDS format, even just fixing that weirds up my PNG stuff. May just need to stop automatically flipping PNGs/whatever-non-DDSes on import. Hopefully.
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Old 07-15-2014, 08:20 AM
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Ahh good. I'm glad it's not just me exporting models with screwy uv's.

The 3ds max OBJ exporter allows me to modify the precision of the UV's which I assumed that was the likely culprit.
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  #6  
Old 07-15-2014, 07:32 PM
Zaela_S
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Bit confusing to think about, but it's looking like the issue I was describing should only matter when converting DDS images to another format... I guess... although even then I'm not sure what would be needed to correct it yet ;p

I'm not sure what exactly your UV issue is, but if your UV values are extremely precise, something may be getting lost in translation. EQG uses 32bit floats, while I think the values in some of the material you gave me to test used 64bit doubles. Some of the least significant digits would be truncated to fit. Might try exporting with lower precision. At the end of the day it might be tough to get a huge texture pixel perfect over a huge mesh, though -- the bigger the image, the more precise the UVs have to be.
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