Any help with this?
Hi.
Well, I've finally gotten around to working on the CMP converter for various 3D file formats, hopefully with the end goal of eliminating the need for Milkshape (although you can still use it, this is for eliminating the *need* for it.).
Anyway, I seem to have hit a tough bug, involving the textures. If there are discontinuous vertex maps present in the .lwo file (where you have the same vertex being mapped to different texture coordinates for different polygons, and yes I tried to add support for this, I'm not that dumb, but it doesn't want to work!), the textures will come out all goofy, but if we remove these maps by "unwelding" the vertices (ie. disconnecting every single vertex so no polygons share any, and therefore making the vert count go WAY UP, hence why this bug has to be fixed), they come out just fine. Take a look at this test run:
http://img156.imageshack.us/my.php?imag ... gs23dg.jpg
Left is the model as seen in Lightwave 3D (and made specifically for testing this program, so it's not all that detailed but it looks good enough), middle is the resulting CMP viewed in HardCMP, and right is the CMP when the vertices were unwelded in LW. I've tried and tried at this, I even re-wrote the whole program, but it still wants to come out goofy! I must have be missing some crucial detail here. Could anyone with programming experience here and perferably who has worked with the Lightwave object format (although specs can be found online, and you want to look up the newer LWO2 format, not the old one) take a look at the source code (and the cmps and lwos)? If anyone wants to, I can email them the code to the program.
PS. I also noticed that the model seems to be mirror-imaged (as evidenced by looking sharp-eyed at the fine details of the textures, or if I add an additional assymetrizing feature like elongating one side or one of the engines.). Could Lightwave 3d use a different coordinate system than Freelancer? Could it be an artifact of HardCMP using yet another system (does it use the same as FL's, ie. do objects viewed from perspective X in HardCMP have the same "mirroring" (what's the term for that?) as in FL?) I haven't yet tested any complicated CMPs like this in-game to really see. However, this bug is not as major as the texture one, and can probably be fixed with a simple negativing of the coordinates (reflection).
Well, I've finally gotten around to working on the CMP converter for various 3D file formats, hopefully with the end goal of eliminating the need for Milkshape (although you can still use it, this is for eliminating the *need* for it.).
Anyway, I seem to have hit a tough bug, involving the textures. If there are discontinuous vertex maps present in the .lwo file (where you have the same vertex being mapped to different texture coordinates for different polygons, and yes I tried to add support for this, I'm not that dumb, but it doesn't want to work!), the textures will come out all goofy, but if we remove these maps by "unwelding" the vertices (ie. disconnecting every single vertex so no polygons share any, and therefore making the vert count go WAY UP, hence why this bug has to be fixed), they come out just fine. Take a look at this test run:
http://img156.imageshack.us/my.php?imag ... gs23dg.jpg
Left is the model as seen in Lightwave 3D (and made specifically for testing this program, so it's not all that detailed but it looks good enough), middle is the resulting CMP viewed in HardCMP, and right is the CMP when the vertices were unwelded in LW. I've tried and tried at this, I even re-wrote the whole program, but it still wants to come out goofy! I must have be missing some crucial detail here. Could anyone with programming experience here and perferably who has worked with the Lightwave object format (although specs can be found online, and you want to look up the newer LWO2 format, not the old one) take a look at the source code (and the cmps and lwos)? If anyone wants to, I can email them the code to the program.
PS. I also noticed that the model seems to be mirror-imaged (as evidenced by looking sharp-eyed at the fine details of the textures, or if I add an additional assymetrizing feature like elongating one side or one of the engines.). Could Lightwave 3d use a different coordinate system than Freelancer? Could it be an artifact of HardCMP using yet another system (does it use the same as FL's, ie. do objects viewed from perspective X in HardCMP have the same "mirroring" (what's the term for that?) as in FL?) I haven't yet tested any complicated CMPs like this in-game to really see. However, this bug is not as major as the texture one, and can probably be fixed with a simple negativing of the coordinates (reflection).