OTA texture system to 1 tex UV map converter - Page 3

OTA texture system to 1 tex UV map converter

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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

KDR_11k wrote:I mean the time investment. When you want certain details to end up in exactly the right spots it's more work to texture a 3do than a s3o, no?
Nah, we can rotate on the face etc. I honestly could do it. I thought about it when I was piddling with gundam.

http://spring.clan-sy.com/screenshots/screen91.jpg

Was kind of a test to see how decent I could do with minimal effort.
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rattle
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Joined: 01 Jun 2006, 13:15

Post by rattle »

What about proper light reflection maps?
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

reflection maps?

http://cs.selu.edu/~ssmith/spring/reflectivemap1.jpg

the windows on the anahiem electronics facility.

The wreckage for the tanks or mechs... tons of reflective map work

Image

Noone appreciates any of it but yeah, I did piles of it in gundam. Then I stopped bothering out of lazyness when s3o came out and no one even bothered to notice all the work I was doing.
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Treeform
Posts: 99
Joined: 13 Sep 2006, 07:42

Post by Treeform »

i will get to converting it all to 3do to s3o some time ... finals need to be over!
But i think remodeling each model by hand is better solution see

http://spring.clan-sy.com/phpbb/viewtopic.php?t=13049
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bobthedinosaur
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Post by bobthedinosaur »

++ on multi texture support! then youd just have to be stingy on base textures for skins
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Treeform
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Joined: 13 Sep 2006, 07:42

Post by Treeform »

i was thinking on some how preserving the edges and unwrapping it with all the edges connected not like shown in the screens.
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Treeform
Posts: 99
Joined: 13 Sep 2006, 07:42

Re: OTA texture system to 1 tex UV map converter

Post by Treeform »

To bad i never got around to implementing neither a better uv unwrapper or the egg2s3o converter.
But any ways here are the codes for any one who wants them:

http://aff2aw.com/affdata/springwip/taimporter.zip

Directionss:
My 3DO converter relies on Panda3D library. I know its not the most ideal of dependencies but knowing how panda3d library works makes writing and experimenting easy.

Download it at: http://panda3d.org/download.php

There is 2 key folders where the 3do data goes. In the ta goes the 3do fiels and in the ta-tex goes their textures.

clean.py
- First script is clean. It cleans out the working directories.

createseggs.py
- 3doeggs contains the exact representation of the 3do files it relies on ta-text folder to be present. Each individual face in these eggs maps to one texture .. so they are pretty much super slow on modern hardware.

mashuvs.py
- populates the uvmashedeggs folder with eggs that have all of their polygons mashed to a single uv sheet. This does not generate the textures.

gentexture.py
- this does the same thing as Mashuvs.py plus renders the texture into an image that the eggs it generates reference. Use this if you want to see the texture.

gentextures_withshaders.py
- Does pretty much what gentexture does except it populates the postprocessing egg folder and applies cleaner.sha shader to the resulting uv sheet. This program was pretty much my goal. After getting to this point I lost interest.

referencemaker.py
- Draws each ta model in several orthaganal views + creates a webpage to view them all.

createplate/createplate.py
- Here i isolated many of the reapting paters in the ota texture set and combine them into one mega texture in hopes to only use that for all of the resulting models.

Stuff that I would like others to do. Write an egg2s3o format so that resulting eggs could be converted into format that is used natively by spring.

Or you can use egg2x program that comes with panda3d to convert the generated .egg files into .x files which could be imported in many major modeling apps.
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KaiserJ
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Re: OTA texture system to 1 tex UV map converter

Post by KaiserJ »

hi tree!

*edit : wrong thread :mrgreen:
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