Jump to content
The Dark Mod Forums

Issue with uvmap on md5 mesh


Springheel

Recommended Posts

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
×
×
  • Create New...