Re: Ice Mine ( Sandurr SMD Converter )
You can do edits in 3ds max like this:
http://i.imgur.com/tYlrg.png
But with bugged map I would prefer to rip it out of draw calls.
Emulators like PCSX2 (PS2 emulator) or Dolphin (gamecube/wii emulator) giving you entire map. PT will not do that. It will give you only mesh in camera range (triangle shape). I don't know how to force PT to not use those "performance saving" methods. Maybe some settings in debug version of dx can do this? Have any info on that bob?
Re: Ice Mine ( Sandurr SMD Converter )
I don't understand anything from your last post. Remember I neither have, nor have any knowledge of how to use 3D Studio.
But if you can manually make edits in 3D Studio to fix the export error, how does broken ASE compare to fixed ASE? Because a text file is just that. If the edit follows a pattern it should be possible to automate the fix with RegEx style search and replace to fill in or correct? It's just an idea to automate, and since I don't even know what the problem is, let alone how it's fixed, I don't know if it is possible or even practical.
All I asked was if I could see what the ASE looked like before your little fix, and after it. Because that (above anything else) may well tell me if it can be done.
Re: Ice Mine ( Sandurr SMD Converter )
Simply speaking UVW map is damaged. But there is no way to fix it. You can rebuild it from scratch but this "could" take a lot of time.
Here is part of example 1:1.
Download: cmp_00.rar
You can't copy/compare UVW because vertexes have different numbers.
I think only way to fix it is to fix SMD reader. I did not played with source code before, not sure with what this will compile too.
Re: Ice Mine ( Sandurr SMD Converter )
the problem must be from the beggining, the smd reader is reading the file wrong thats why it assign wrong vertex's number and that why the uvw is so mess, since i have my lan server running again i will look into it :)
the uv is correct as u can compare the complete uv with the map used for self ilumination, the uv is right, the problem is how the smd reader, read the smd, the reader is not allowed to read the tiling, each material has his own tiling, uv angle etc etc,
i feel like is about how to interprete this
smd file:
http://img100.imageshack.us/img100/7366/hexa.jpg
i mean after all the details about the map, so how to interprete after ...62 6D 70
Re: Ice Mine ( Sandurr SMD Converter )
Interresting.. So the place for the value is different as the other SMDs?
Re: Ice Mine ( Sandurr SMD Converter )
That's the lighting overlay. Most (but not all) dungeon maps have one, because there is no "global" light source. They are textures which multiply (I think) the normal texture below, and cover many meshes in the map. So they have a second UV map separate from normal diffuse map and it's UV.
They may even be more complex than that, but that's my understanding of how they work.
Try editing something like dun_6a_003LightingMap.bmp and going in to Dun6 to see the result. Could also, maybe, look at the dungeons in this release. (Originally SoyEdu, re-hosted by Dark AvaThar)
Re: Ice Mine ( Sandurr SMD Converter )
not exactly, in ice mine, everything use 2 maps, 1 for diffuse and 1 map for selfilumination, both maps use same mesh uv, each mesh can have only 1 uvwrap but each map can be applyed in a different way, each map can have his own tiling but what i can see, in normal maps there is no tiling in self, they are using a defaul tiling, weird how they made maps :S