FBX is just fine..in fact will also import some of the shaders (not textures) I guess you saved along with the FBX export..Since the mesh is just a series of rectangles...setting up the UV problem will be simple( just tedious) ... Finding the right locations on the textures for the parts would take a bit of trial and error...and of course would not be how it is supposed to be as I don't know what it is supposed to look like.
In this example I just separated out 1 part and found a good location...it did need to be rotated so that it looked better, but scaling x or y or both might be needed...that on section is the WHOLE slanted ceiling above the stairs! since the mesh is all tiles then getting the meshes onto the UV texture will carry over to all of the same parts...I really didn't do anything else to it but use a HDRI light and add the emissive shader...as you can see the normal maps work just fine ( IMHO) as you know there is NO geometry here just some blank rectangles!
https://files.facepunch.com/forum/upload/137945/af19643d-d15e-41fc-920c-0dcd9bebe5c3/ceiling-mess2.png
and a quick render...remember the locations need to be found as in the render you can see some ares that are just not right!
https://files.facepunch.com/forum/upload/137945/5ecaf17c-e393-4b14-ad48-35a1de950c20/Test.png
Thanks!
Hm, that's weird, my fbx is all fine, though it is considerably smaller at 497KB than the Maya file at 2762KB.
I see. How come the UV:s are like this? Do they get broken when ripping them?
A few thoughts:
The script assembles the turbolasers just fine (see pic). You'll find their data in the SPB named "PF_StarDestroyer_Gameplay_01".
In that SPB, the turbolasers are NOT in the typical ObjectReferenceObjectData section. They're in the SpatialPrefabReferenceObjectData.
In that section, the object name "PF_StarDestroyer_TurretTurboLaser" or "PF_StarDestroyer_TurretTurboLaser_02" do not match the mesh names, because there is another intermediate SPB that references the turret meshes themselves. Although because that intermediate SPB has no transformations, there's no real need to consider it. I just renamed my turret meshes and added a "PF_" to the beginning of the filename (i.e. "PF_StarDestroyer_TurretTurboLaser_mesh" and "PF_StarDestroyer_TurretTurboLaser_02_mesh"). Easy peasy.
You can either try to work them into one script, or assemble them independently, and then import them into your base ISD model. Either approach should work fine.
https://files.facepunch.com/forum/upload/132346/6d393a36-c145-4f61-9238-cab114ce229f/ISD_V2_04.1117.png
Do you use Badhorses Script ?
In Badhorses Script , the last one i think, are 8 Turbolaser applied.
On a related note, I made some minor error-trapping updates to the script. Now if you're missing a component mesh (my most common problem), instead of giving you a cryptic generic 3DS Max error message about an empty selection, it will tell you the name of the missing component mesh before exiting.
FrostyScript_V04
@BadHorse I just realized why I had asked for the imperial escape pod normals by accident... I was looking at the wrong name on my list; I was actually looking for the sequel trilogy Millennium Falcon
normals! Is there any way you'd be able to do that? Thanks in advance!
Any other fixes aswell?, or only that one?
I guess that depends on how they are ripped.... if it was frosty I wouldn't think so..but N-ripper more than likely...but some areas of the mesh and UV's seem to be fine...I just don't know enough about How-When-or where. There could also be some Textures missing, there is a reference to details, but nothing in there that looks right... big problem I get is since all the parts are using the same texture reference, you have to be careful and make copies of the shader...change one to get it right and it will mess up one that looks right...spent a few minutes on the corridor earlier and got some areas,
https://files.facepunch.com/forum/upload/137945/c852c994-105e-46c0-b469-24a369334d78/CorridorTest.png
LOOKING ok...so it is Doable! Floor is messed up in this area as it has overlapping meshes/vertices layered so as you get the wall ok and the floor gets messed up, but by separating the mesh into its parts it can also be cleaned up. .Like I said"Tedious" but could be a Star Destroyer with a hundred meshes...things can always be a bit worse!
The regular "Stormtrooper" is dirty, has stains, scratches, etc. while the "Stormtrooper (Death Star)" is shiny and clean, how they look in ANH. When I redo the troopers at some point in the future I'll
probably keep both sets of textures in the same folder, since they use the exact same mesh anyway.
Ah, thank you!
@BadHorse in addition to my last request, I also noticed that the OG Falcon that I uploaded needs fixed normals; it's the version from Battlefront 2015. Anyway you could fix those as well?
All this time I had no idea that model had 2 UV's.
I'm curious, has the tfu imperial purge trooper ever been extracted? tried to find him around the forum but no luck
https://files.facepunch.com/forum/upload/340926/b4b39f29-7b41-49bc-9a4c-e17ac5809f3c/43985089032_051d49b981_o.png
I've been silently following this thread, but since facepunch apparently will go offline tomorrow,
I was wondering if you guys will move to knockout or to somewhere else, because I'd like to keep following your posts
Wait what?! When did they say it was going offline? And for how long?
It's gonna take time to get up to FP's standards.. (not that they were amazing to begin with)... I tried posting & didnt do it!?... no tagging feature yet from what I can tell??...
The site is relatively new, so improvements seem to be made frequently. It'll get better in due time.
Gotta say bye. I'll hop off with the 666.
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