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Issue with uvmap on md5 mesh


Springheel

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I've been working on our existing heads, but have been running into a snag with the exporter. When I view the head .lwo in game, it looks fine (right). But when I run it through the exporter and save it as an md5mesh, it winds up with uv problems in game (left, arrow).

 

I posted the uvmap itself (with the diamond part highlighted) below. Do md5meshes handle vertex maps differently? Anyone care to speculate what might be causing the problem? My hunch is that it has something to do with the the verts being merged, but I won't be able to test that until tonight.

 

uv5.jpg

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Seems like md5meshes are just more picky about uvmaps than static meshes. On a static mesh two verts that occupy different coordinates on the uvmap can be merged together without a problem. On a md5mesh they can't (or at least, not with the LW exporter). Once I unwelded the offending verts, things were fine.

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  • 1 month later...

I'm getting used to all kinds of things happening to a mesh during export to md5mesh format, but this one has me stumped. On the left is the original .lwo mesh, on the right is the md5mesh. It looks like the md5mesh uv map is three or four times as large as the original. The uvmap seems normal when I open it in the editor, but I don't know how else to describe what I'm seeing. Does this make any sense to anyone else?

 

beard1.jpg

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Is there something like "Apply Scale and Rotation" in Lightwave? I used to get texturing issues in Blender when I didn't bake the coordinates into the model's vertices. Just a guess though.

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Whoops. This one turned out to be my fault. The mesh was actually mapped to two different uvmaps, but the second one was so large that I didn't notice it at the normal viewport size.

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