24-07-17, 00:58 | #61 | |
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For WADViewer I had to disable trmvb export so you have to make sure "Show real meshes" is checked so no dummy meshes visible in 3D viewer. If you had no dummy meshes visible then you have found a bug and I would need your object to test. Sorry not sure what you mean about the texture error. If the TGA is bigger than 256 x 256 maybe there are some errors that can be fixed in 3DS. Last edited by sapper; 24-07-17 at 01:17. |
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24-07-17, 09:11 | #62 |
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24-07-17, 15:09 | #63 | |
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Normally it shouldn't import in 3DS Max. If it does, then it's probably that your LARA already has real meshes.
By the way, do I remember correctly if I say that the textures were not applied correctly when dragging-and-dropping the TGA file onto LARA meshes? If it's the case, then it's possible that it's because you don't import LARA_SKIN meshes into LARA before exporting your animations. Quote:
About the textures, here's what I meant: When exporting from TRViewer/WADViewer, there's a .3DS file and a .TGA file. When you import the .3DS file into 3DS Max, the object will be completely untextured. However, you can drag the .TGA file and drop it onto each mesh of the object in 3DS Max to apply the textures, this way your object will be textured in 3DS Max. When doing this after exporting from TRViewer, it works correctly. But when the .3DS is exported from WADViewer, a big part of the faces will be textured incorrectly after dropping the file onto the meshes. BUT: I have to correct what I said. It actually doesn't happen in normal situations. But in my WAD, my LARA object has real meshes (the same as LARA_SKIN). And when I export from WADViewer, and import the textures in 3DS Max, it's all screwed up, like this: Now, I remember it does exactly the same when I export the same LARA from TRViewer without importing LARA_SKIN onto it beforehand. So actually it's not a problem from WADViewer, which probably just leaves the existing meshes that already had difficulties to be exported in TRViewer. ---------------------------------- EDIT: Also, just curious, do you have any plan for correcting the texture issues that happen when exporting? Last edited by Joey79100; 24-07-17 at 16:25. |
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25-07-17, 01:59 | #64 | ||
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EDIT: OK for now you have to make sure there is another moveable in the wad before the animatings, Lara_skin perhaps, or use only a complete wad, since the first mesh in the wad is assumed by WADViewer/TRViewer to indicate a dummy mesh. Quote:
Last edited by sapper; 25-07-17 at 06:06. |
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25-07-17, 14:27 | #65 | |
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No problem. I was imagining it was simply a problem of offsetting the coordinates of each textures, because I remember reading that VB6 programs have arrays starting at 1 instead of 0 (which can be seen in the Animation list for example), so I thought it was related, that the algorithm was made for arrays starting at 0 and it had not been corrected. |
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25-07-17, 19:08 | #66 |
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I almost forgot about this, but what about the Chronicles screenshot I posted a few pages back which does seem to have that issue too (quite visible with the lips textures), even though it's an in-game screenshot?
Maybe that's actually caused by the GPU or possibly DirectX version? |
25-07-17, 21:21 | #67 |
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Don't know. It looks fine when you load her in WADMerger.
It even seems to do that with TR4, but I haven't been able to find a spot to see her close enough yet with my savegames. It doesn't do that with TRNG, gonna check in basic TRLE soon (EDIT: well, it won't run). Last edited by Joey79100; 25-07-17 at 21:58. |
25-07-17, 22:48 | #68 |
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Yeah, it might be difficult to find a good spot to take a closer look... I will try next time I have a chance. There's nothing we can do about it anyway, I guess. I noticed that this sort of "edge bleed" issue is caused by bilinear filtering and since that is done by GPUs I guess it might be some sort of hardware or driver thing...
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09-12-17, 07:12 | #69 |
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(win 10) Hi, chinese win10(x64), some textbox and button can't display correctly, but chinese win7(x64), it has no problem. |
27-10-18, 13:52 | #70 |
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I think I found a bug in WADViewer. I am trying to export a DOG enemy to 3ds max so I can animate it, but for some reason WADViewer doesn't see mesh0 of that object. It always thinks it is a dummy mesh. This makes it impossible to open the .3ds inside 3ds max, since the mesh0 (which is the primary mesh) does not exist.
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