09-01-21, 17:29 | #191 |
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Joined: Feb 2008
Posts: 1,145
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^^ it's easy to miss, I did not see it at first either
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15-01-21, 13:57 | #192 |
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Joined: Feb 2008
Posts: 1,145
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A question regarding the import of Lara outfits into WadTool since I can't seem to make it work - is the import of outfits supposed to work (and I'm doing something wrong), or is it just not implemented yet?
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15-01-21, 22:36 | #193 |
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Joined: Feb 2006
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Maybe I’m not understanding, but I can copy the Lara outfit and joints from any WAD into a new wad2 in WadTool just fine. Is there a different step that’s causing a problem?
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15-01-21, 23:27 | #194 |
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Joined: Feb 2008
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^^ ah, I just worded that goofily. I meant importing meshes of UV mapped outfits. The problem I'm encountering is that the joints don't connect when I import outfit meshes into WadTool. The outfit I'm trying to import works fine when I import the meshes using Strpix (all parts connect without needing to remap anything), but I'd like to take advantage of WadTools capability to import UV-mapped models.
Thank you for the reply, I completely missed that my question could be read differently than what I intended. |
22-01-21, 00:03 | #195 | |
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Joined: Jan 2004
Posts: 313
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Quote:
Thanks!, I was creating the animating to transfer the head inside the wad, but I didn't know the 512 were going to work well. (That, after ensure that in Blender I have applied all the transforms, so the scale of the head there is [1.0, 1.0, 1.0] and not [0.025,0.0250.025] as I had it originally @_@). Knowing the 512 and the process I could manage to import the mesh with more confidence. Step 1 Step 2 Step 3 (I've found a problem, when I import the mesh, it's flipped from right and left, so I use the invert X axis, but when the Inver X and Invert Z are checked, that also flips the faces, so I had to invert faces too, it took me some attemphs to find out @_@). I don't know what problems will I find with the skint joints. I think tomorrow I'll make the chest and then I'll try to play with the neck to see what happens. O_ò DOUBT: In this mesh, I used a head texture of 512x512, the UV map is mirrored, so the mesh is using less of the half of that texture (230px x 460px ~) How do that information pass into the new wad2? Am I loading the full 512px texture in RAM or am I loading only the parts used by the UV mapping? O_ò (Just to know if I have to cut textures or such). Last edited by adngel; 22-01-21 at 00:06. |
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22-01-21, 10:20 | #196 | |
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Joined: Feb 2008
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Quote:
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22-01-21, 13:41 | #197 |
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Joined: Jan 2004
Posts: 313
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Thank you! :3 Is something interesting and useful to know.
About Skin Joints, I've tried to import some mesh joints, but I had not success with that. I can execute the game with them, but they are not connected properly (the neck is connecting the chest with the left arm). Some insights of my attempts: - I tried a custom neck (using the original one but adding some vertices on the top to match with my custom head, so instead of 6, they are 10 vertices at the top now), when I imported in the game, it connects the chest with the left arm (near the elbow). I've tried it with my custom head, and the original PoYu's Kurtis's head, but the issue with the neck it's the same. - Later, I restore the skin and skin joints to the originals, I exported the waist (with the Blender plugin) and I reimported in the wad again, there when I imported it to the game, it worked fine. It connected the chest and hip properly and no errors were visible that time. - Then I tried to repeat it with the neck, I openend the original wad in Blender, and I exported the neck without making any modification, but when I open it in the game, It connect bad (some vertices connects with Kurtis's top head, other connects with the left hand). (With PoYu Kurtis and my custom head) - For curiosity, I tried later change the UV map of that neck and import in wadtool, the same problem of the previous attempt happened, but the new UV texturing was working fine on the stretching mesh. I don't know why the waist worked and the neck didn't, but I feel the only problem is related with the vertex remapping, any way to tell those vertices where to connect. (in Blender I connected them with the "vertex snap" tool so there are not gaps.) Also, unlike my custom head, looks like that to import the skin joints in wadtool2, keeping the correct laterality, I had to chosse the next options: I feel that I won't be able to do outfits joint meshes yet -.-u But indeed it's quite possible to make other characters and enemies, so I'm quite happy with it. Hopefully the vertices remap will get implemmented on future versions. |
22-01-21, 14:31 | #198 |
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Joined: Feb 2008
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There is a workaround for remapping vertices in Blender - you remap the untextured outfit in Strpix, export as .mqo since that will keep the vertex order, and then copy the vertex indices over to your UV-mapped model in Blender (there is an addon to copy vertex indices), and then export as .obj with "keep vertex order" ticked.
But currently it does not seem to matter whether the joint vertices are remapped or not, they will not connect regardless. I was just wondering whether joints are officially not implemented yet, or if it's a bug. |
22-01-21, 17:06 | #199 |
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Joined: Aug 2003
Posts: 924
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I have a problem with animating and collisions
They do not seem to work, what am I doing wrong? I have created an animation they calculated the bounding box, however there is no ingame collision, what am I doing wrong? Or is moveable collisions disabled/unimplemented in WadTool |
22-01-21, 19:53 | #200 |
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Joined: Jul 2016
Posts: 1,905
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^what's the slot? iirc animatings from 12mip to 16mip has no collision at all even if you set that properly
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