NathanKell
...
As before, excellent!
Re: resolution. I say go for 1024; certainly there's a number of ships with that size tex, and towns in the 2048+ range IIRC.
And besides, it's DXT--who the heck cares if it goes from ~170kb to ~700... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="" border="0" alt="biggrin.gif" />
Re: Shading off. Inez says above "Yeah, Lass has already called my attention to that, and it's done - must be in this or in the tool thread." So sounds like that problem's fixed in a new tool version?
Re: UVs. Assuming the vertex /order/ is the same before and after editing the model, and because wrl is a plaintext format, it shouldn't be too hard to--hey, wait. There's a way around even that.
Do your editing but leave the UVs alone, and then export the model to a plaintext format (wrl, obj, whatever).
Then, bring it back in and edit the UVs.
That way the XYZ vertex order is totally unchanged, so from that we can match the UVs to figure which vertex gets which bone.
Then it should be pretty simple to run through the UVs in the first file (as called by the vertices), and store the last two digits of each; then run through the second file, and replace the last two digits. (That is to say, I could do it with console C, though it wouldn't have a UI. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />). (Inez, if you'd rather do this inside the tool, be my guest. It'd certainly be a better solution. But you're busy enough, I'm just saying this is one area of out-of-game coding that I could help with to lessen the load. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> )
The only real problem would be if you weld UVs (but it may well be that exporting to wrl auto-unwelds them just like it does for XYZ vertices).
What is UVMap Pro?
What format would you use to import and export from it?
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I don't know what R3 goes for, if it's even available any more. Was just a long shot hope.
What can C4D export to? (Hopefully something that supports bones, something that 3DEx can read).
Oh, but you said Milkshape too. That exports to enough game formats that I'm sure there's bone support somehow...and then if we do get a working maxscript-based skeleton export one of us can just import your model and re-export.
Re: resolution. I say go for 1024; certainly there's a number of ships with that size tex, and towns in the 2048+ range IIRC.
And besides, it's DXT--who the heck cares if it goes from ~170kb to ~700... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="" border="0" alt="biggrin.gif" />
Re: Shading off. Inez says above "Yeah, Lass has already called my attention to that, and it's done - must be in this or in the tool thread." So sounds like that problem's fixed in a new tool version?
Re: UVs. Assuming the vertex /order/ is the same before and after editing the model, and because wrl is a plaintext format, it shouldn't be too hard to--hey, wait. There's a way around even that.
Do your editing but leave the UVs alone, and then export the model to a plaintext format (wrl, obj, whatever).
Then, bring it back in and edit the UVs.
That way the XYZ vertex order is totally unchanged, so from that we can match the UVs to figure which vertex gets which bone.
Then it should be pretty simple to run through the UVs in the first file (as called by the vertices), and store the last two digits of each; then run through the second file, and replace the last two digits. (That is to say, I could do it with console C, though it wouldn't have a UI. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />). (Inez, if you'd rather do this inside the tool, be my guest. It'd certainly be a better solution. But you're busy enough, I'm just saying this is one area of out-of-game coding that I could help with to lessen the load. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> )
The only real problem would be if you weld UVs (but it may well be that exporting to wrl auto-unwelds them just like it does for XYZ vertices).
What is UVMap Pro?
What format would you use to import and export from it?
---
I don't know what R3 goes for, if it's even available any more. Was just a long shot hope.
What can C4D export to? (Hopefully something that supports bones, something that 3DEx can read).
Oh, but you said Milkshape too. That exports to enough game formats that I'm sure there's bone support somehow...and then if we do get a working maxscript-based skeleton export one of us can just import your model and re-export.