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Post by BadHorse on Oct 8, 2020 14:11:42 GMT
Hey amazing work here but it seems the UV map for the windows is messed up. Here is your windows vs the windows i was able to get from 1 of the mesh pieces, i tried it on both your 1 and 2 FBX file. Any chance you could fix this? Also i noticed some battle damage on the front left of the ship ( you can sorta see it in your render there on the front)wasn't hard to remove just removed 1 panel and then 1 extra separate piece that had damage on it in the same spot just thought i'd let you know about that. Huh -- I thought I checked those windows. I'll have another look. Regarding the battle damage, I'm aware of it, there's just not much I can do about it. When the export of battle damaged composite meshes works correctly (which it currently is not), you can grab it by its helper node and set its scale to 0, effectively making it disappear. The damaged bits can also be deleted selectively (usually a lot more work, although maybe not in this case), but I've found that when you delete portions of a mesh in that manner, the vertex normals get screwed up. You don't notice it until you go to render and find weird dark spots in unexpected places. With all this in mind, and the fact that there's only one spot, I decided to leave it up to you all too decide which direction you want to go with it. I took another look at the windows, and I think I understand what's at play. I actually did not touch the UVs on the windows for either Starhawk_01 or Starhawk_02 model. In short, that window texture is not intended for the LOD0 mesh, and both models only include LOD0 meshes. Below you can see a comparison of LOD0 mesh only along with LOD5 with the texture applied -- nearly identical. In general, textures with "LOD" in the filename are not intended for LOD0. While interrogating the shaders for the models, there are 2 that are used for the windows; "SSP_Veh_Reb_Capi_Starhawk_Windows_01" For LOD 0-1, and "SSP_Veh_Reb_Capi_Starhawk_Windows_01_LOD_E" for LOD 2-5. The LOD0 windows are only assigned scalar values for intensity and color -- no textures.
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Post by BadHorse on Oct 8, 2020 19:31:32 GMT
For those of you who like that sort of thing, I wrote a MaxScript this morning that batch extracts LOD0 from meshes obtained via Frosty that're contained within a common folder. All you do is select the folder where your straight-out-of-game FBX files are located and let 'er rip. It was able to process the entire Starhawk set of meshes for me in ~1.5 minutes. It's a bit of a blunt instrument so there's a chance that it may inadvertently delete some objects which you don't want deleted, so keep an eye on the results. • Acts on every FBX in the folder you select • Only really works on models extracted by Frosty • Preserves objects and children of objects containing the text "lod0", "ROOT", or "Reference". Everything else gets deleted. • Modified FBX files are stored in a new sub-folder which is created named "LOD0". Original files are not overwritten. • Written and tested in 3DS Max 2021. I have no idea whether is works in other versions, but it's a pretty basic script. I am NOT even close to being a professional coder, so this comes with zero guarantees. Give it a try and let me know what does or does not work for you. Good luck. Extract_LOD0
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Post by corraashu on Oct 9, 2020 1:16:39 GMT
Nice work, I'll have to try and grab the lights from from LOD 2 then and apply it to the LOD 0 mesh because i like the placement of lights that are in the LOD 2 windows mesh.
As for the Max script (since i'm not at my main PC to look) would i also be able to edit it to work with other LODs? i want to use these meshes in a older RTS game and LOD 2 seems like a really good start for me to use it at.
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Post by BadHorse on Oct 9, 2020 1:37:20 GMT
Nice work, I'll have to try and grab the lights from from LOD 2 then and apply it to the LOD 0 mesh because i like the placement of lights that are in the LOD 2 windows mesh. As for the Max script (since i'm not at my main PC to look) would i also be able to edit it to work with other LODs? i want to use these meshes in a older RTS game and LOD 2 seems like a really good start for me to use it at. There's no reason that the script couldn't easily be edited to extract LOD2 instead. The only complication is that not every mesh has a LOD2 mesh, and if it doesn't find one, it might just delete everything.
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Post by BadHorse on Oct 9, 2020 12:12:53 GMT
1.4M triangles and 11 minutes of script run time later, and the next project is looking promising.
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Post by Der Blaue Klaus on Oct 9, 2020 14:45:42 GMT
BadHorse, can you point me to your script tutorial please? I can't find it anymore. thank you!
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Post by gerdzerlkinerfdamahn on Oct 9, 2020 20:49:53 GMT
1.4M triangles and 11 minutes of script run time later, and the next project is looking promising. Is that a Star Destroyer hangar?
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Junos
New Member Lvl 2
Posts: 10
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Post by Junos on Oct 9, 2020 21:15:09 GMT
1.4M triangles and 11 minutes of script run time later, and the next project is looking promising. Is that a Star Destroyer hangar? Yes it is
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Post by benbaer on Oct 9, 2020 22:39:31 GMT
Rancor022,is it possible that you can share the head and body of the trandoshan pilot frissk? that would be kind thank you
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Post by Rancor022 on Oct 9, 2020 23:28:27 GMT
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Post by flipdark95 on Oct 10, 2020 0:41:18 GMT
Rancor, are you using Frosty to extract the meshes from Squadrons? Just wondering, because I want to try and extract some of the interior models for the ISD and the MC-75 for scenebuilds.
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Post by venkman84 on Oct 10, 2020 1:29:45 GMT
Hey guys! I'm new here, but used to be around on the Facepunch and Xentax boards. Rancor022 , Thanks so much for putting the characters up from Squadrons! Seriously, any and all you can get up there would be amazing. I know most folks tend to be into the ships and scenebuilding stuff, but I really appreciate you getting those characters and their heads sorted! Same goes for you corraashu!
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Oct 10, 2020 9:15:17 GMT
Hi Guys! What software are you using to extract the models?
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Post by BadHorse on Oct 10, 2020 12:09:42 GMT
Now I've got all of the static props, TIEs, and doors/elevators in place. Edit -- I'm out of town and won't get a chance to work on this again until late next week, so I threw in just a few of the main textures, and kicked off a render before leaving. Based on the in-game reference pics I've seen, I'm going to have to dial up the glossiness on those floor tiles up to 11.
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Post by Der Blaue Klaus on Oct 10, 2020 13:51:54 GMT
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Post by gerdzerlkinerfdamahn on Oct 11, 2020 3:59:48 GMT
Now I've got all of the static props, TIEs, and doors/elevators in place. Looks awesome! Really excited for this.
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Post by benbaer on Oct 11, 2020 12:48:56 GMT
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Post by BadHorse on Oct 12, 2020 2:22:33 GMT
Since it's going to be a few days before I get back to my PC, it seems like a good time for me to get some advice from the group regarding my current frustration; file hosting. Like most of you, I have a MediaFire account that I use to share these models, but I ran out of my free 10GB a long time ago. How are the rest of you managing the space limitations? Is it not an issue for you? Are you just constantly deleting older files to make room (my current and very tiresome strategy)? Did you upgrade to the Pro subscription? Pro really isn't that expensive, I'm just annoyed with all the subscriptions I have to manage now that every company in the world has converted their business to a subscription-based model, and I don't want to add yet another to the already very long list siphoning off my credit card every month.
As it is, once I finish with this hangar model, I'll have nowhere to put it without clearing out a lot of old models. It'll just keep on going with the MC-75 hangar, the briefing rooms, and the listening station at Esseles. I could open up free accounts with Mega or Dropbox, but I'd really rather not have to manage multiple accounts.
Thoughts?
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Post by Rancor022 on Oct 12, 2020 2:43:44 GMT
Since it's going to be a few days before I get back to my PC, it seems like a good time for me to get some advice from the group regarding my current frustration; file hosting. Like most of you, I have a MediaFire account that I use to share these models, but I ran out of my free 10GB a long time ago. How are the rest of you managing the space limitations? Is it not an issue for you? Are you just constantly deleting older files to make room (my current and very tiresome strategy)? Did you upgrade to the Pro subscription? Pro really isn't that expensive, I'm just annoyed with all the subscriptions I have to manage now that every company in the world has converted their business to a subscription-based model, and I don't want to add yet another to the already very long list siphoning off my credit card every month. As it is, once I finish with this hangar model, I'll have nowhere to put it without clearing out a lot of old models. It'll just keep on going with the MC-75 hangar, the briefing rooms, and the listening station at Esseles. I could open up free accounts with Mega or Dropbox, but I'd really rather not have to manage multiple accounts. Thoughts? You can get 50GB of free space for Mediafire, 1GB per sign up if you share your registration link. Alternatively, you can sign up 50 times using your own registration code; you don't have to use a real email, you can just type in a fake one and Mediafire doesn't know the difference. I did that for the last 30GB and it took about 10-15 minutes of typing in made-up emails. I still have a good ~20GB left on my account, but once I run out I'll just make another account and do the same thing. You can go to the "Earn Space" tab on your account to get the registration link.
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Post by gerdzerlkinerfdamahn on Oct 12, 2020 3:39:26 GMT
Since it's going to be a few days before I get back to my PC, it seems like a good time for me to get some advice from the group regarding my current frustration; file hosting. Like most of you, I have a MediaFire account that I use to share these models, but I ran out of my free 10GB a long time ago. How are the rest of you managing the space limitations? Is it not an issue for you? Are you just constantly deleting older files to make room (my current and very tiresome strategy)? Did you upgrade to the Pro subscription? Pro really isn't that expensive, I'm just annoyed with all the subscriptions I have to manage now that every company in the world has converted their business to a subscription-based model, and I don't want to add yet another to the already very long list siphoning off my credit card every month. As it is, once I finish with this hangar model, I'll have nowhere to put it without clearing out a lot of old models. It'll just keep on going with the MC-75 hangar, the briefing rooms, and the listening station at Esseles. I could open up free accounts with Mega or Dropbox, but I'd really rather not have to manage multiple accounts. Thoughts? I could save and store your files for you. I don't have a job, so I have unlimited free time on my hands.
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Post by Der Blaue Klaus on Oct 12, 2020 8:21:55 GMT
maybe I can help ... I have my own server ... if you can handle FTP (this is easy) you can use it just let me know
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Post by BadHorse on Oct 12, 2020 15:24:52 GMT
You can get 50GB of free space for Mediafire, 1GB per sign up if you share your registration link. Alternatively, you can sign up 50 times using your own registration code; you don't have to use a real email, you can just type in a fake one and Mediafire doesn't know the difference. I did that for the last 30GB and it took about 10-15 minutes of typing in made-up emails. I still have a good ~20GB left on my account, but once I run out I'll just make another account and do the same thing. You can go to the "Earn Space" tab on your account to get the registration link. @rancor022, I was really hoping there was some trick I could use to 'earn' more space, and your technique is pretty much what I was looking for. I'll give it a try -- thanks. A little surprising they don't wait for the fake emails to be verified before crediting the extra space to the referring account. Der Blaue Klaus and gerdzerlkinerfdamahn, thanks for your kind offers. For now if I can get a little more space and make it work using my existing account on a public file hosting service, I'm going to go that route. Thanks to everyone for your advice.
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Post by Rancor022 on Oct 15, 2020 3:31:38 GMT
BadHorse, are you aware of any way to use the same normal map re-bake process but for color/diffuse textures? It appears that all of the character hair card meshes have 2 UV's; UV1 for the alpha, normal and specular, and UV2 actually uses the color map for the hair cap. So basically the hair cards and hair cap use the same color texture, but different sets of the other textures which is bizarre.
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Post by BadHorse on Oct 15, 2020 3:44:20 GMT
BadHorse , are you aware of any way to use the same normal map re-bake process but for color/diffuse textures? It appears that all of the character hair card meshes have 2 UV's; UV1 for the alpha, normal and specular, and UV2 actually uses the color map for the hair cap. So basically the hair cards and hair cap use the same color texture, but different sets of the other textures which is bizarre. Sure, I do it all the time. Settings in xNormal are almost exactly the same as if you're baking a normal texture. The only difference is that on the tab for “high definition meshes” (i.e. your source mesh), you leave the box marked “base texture is a tangent-space normal map” un-checked.
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Post by Rancor022 on Oct 15, 2020 14:52:12 GMT
BadHorse , are you aware of any way to use the same normal map re-bake process but for color/diffuse textures? It appears that all of the character hair card meshes have 2 UV's; UV1 for the alpha, normal and specular, and UV2 actually uses the color map for the hair cap. So basically the hair cards and hair cap use the same color texture, but different sets of the other textures which is bizarre. Sure, I do it all the time. Settings in xNormal are almost exactly the same as if you're baking a normal texture. The only difference is that on the tab for “high definition meshes” (i.e. your source mesh), you leave the box marked “base texture is a tangent-space normal map” un-checked. Ahhh I see now. Thanks!
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Post by Rancor022 on Oct 15, 2020 19:10:36 GMT
BadHorse for some reason the HairCap texture will not re-bake to UV1 of the HairCard mesh for me. I've tried several different combinations and none of them have worked. I'm positive I'm doing something incorrectly, I just don't know what.
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Post by BadHorse on Oct 16, 2020 4:31:43 GMT
BadHorse for some reason the HairCap texture will not re-bake to UV1 of the HairCard mesh for me. I've tried several different combinations and none of them have worked. I'm positive I'm doing something incorrectly, I just don't know what. Can you give me an example? Which meshes/textures are you working with? My plate's still fairly full with the SD hangar, but if I get a chance I'll do some poking around, see if I can't figure it out.
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Slow_Mo
Junior Member Lvl 1
Posts: 55
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Post by Slow_Mo on Oct 16, 2020 4:51:42 GMT
Haircards in PNG Format did use Alpha Channels. Does xNormal work with Alpha Channels ?
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Post by BadHorse on Oct 16, 2020 13:40:22 GMT
Nearly done. If all goes well, I should have something to share by this weekend.
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Post by BadHorse on Oct 16, 2020 14:43:15 GMT
Haircards in PNG Format did use Alpha Channels. Does xNormal work with Alpha Channels ? Honestly I don't recall whether it does. Even if it doesn't, the alpha channel can be decomposed from the original PNG and saved off as a B/W opacity map and re-baked separately. At that point you can either keep it separate, or recompose it as the alpha channel with the re-baked color map.
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