Someone else had this issue last week.
If I recall the problem is due to decompiler placing the uvs outside the 0,1 UV space and the fix was to untick the clamp flags in the head sheet material files.
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[QUOTE=Anthracite;40799801]Someone else had this issue last week.
If I recall the problem is due to decompiler placing the uvs outside the 0,1 UV space and the fix was to untick the clamp flags in the head sheet material files.[/QUOTE]
You mean I should go into the GCF and manually do that? Would that affect anything else?
Pardon me for reviving an old thread like this, but does anyone know if this can be fixed without editing the materials? Like in 3ds max or something.
[QUOTE=typedef state;40856110]Pardon me for reviving an old thread like this, but does anyone know if this can be fixed without editing the materials? Like in 3ds max or something.[/QUOTE]
I also apologise for eviving this thread, but yes typedef it is possible if the decompiler is simply offsetting the UVs, if you knew how so the UVs were being offset by you 'could' offset the UVs yourself so that once the offset of the decompiler has taken effect the UVs will be in the correct place.
But surely it would be easier just to change some flags, the above method would be A LOT of messing about and would surely cause more problems than worth.
[QUOTE=EdAndrew;40900408]I also apologise for eviving this thread, but yes typedef it is possible if the decompiler is simply offsetting the UVs, if you knew how so the UVs were being offset by you 'could' offset the UVs yourself so that once the offset of the decompiler has taken effect the UVs will be in the correct place.
But surely it would be easier just to change some flags, the above method would be A LOT of messing about and would surely cause more problems than worth.[/QUOTE]
I'm using CannonFodder's Studiocompiler. Is there usually an issue with this program concerning offsetting UVs?
For some reason this is pretty common in decompiled models. To fix this, all you need to do is re-align the UV-map.
1) Add an Unwrap UVW modifier to the model. If there's a skin modifier, drag it under so it's above the Editable Poly (or Editable Mesh).
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step1.jpg[/IMG]
2) You'll probably notice your UVs are all pulled down like so:
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step2.jpg[/IMG]
3) Use the face selection located at the bottom (habit) and select everything using Ctrl+A.
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step3.jpg[/IMG]
4) Select the absolute/relative type-ins button at the bottom of the UV window.
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step4.jpg[/IMG]
5) Enter "1" in the V panel and press enter. This should slide everything back into place nice and neat for you.
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step5.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step6.jpg[/IMG]
6) Now you can just collapse the Unwrap UVW modifier if you no longer need it and it should apply the fixed UVs to it. Exporting and compiling should fix the wooden faces.
[IMG]https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step7.jpg[/IMG]
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