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Incorrectly exported UV Maps #18

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BrutalMcLegend opened this issue Nov 4, 2018 · 7 comments
Open

Incorrectly exported UV Maps #18

BrutalMcLegend opened this issue Nov 4, 2018 · 7 comments
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@BrutalMcLegend
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SE2Dev, again I'm sorry for all the issue reports.
(but I hope atleast they're helping to make the plugin what you envisioned it to be.)

I did some experimenting before posting this time and I've prepared some screenshots of a basic Plane & Cube porting over to CoDWaW - I discovered this while trying to port a Complex mesh but did some testing on basic meshes.

The UV Maps for 'more advanced' meshes aren't being exported with the mesh, or similar (possibly exporting it wrong?),
I tested this with v0.3.5, v0.5.1*, v0.5.2 -- v0.5.1 I was unable to get a model to export so only v0.3.5 and v0.5.2 can be counted.

It should be noted the Plane and Cube were exported from the same place, one after the other, and then imported via Asset Manager through the CoDWaW Launcher.

Cube & UV Map
screenshot_6

Plane & UV Map
screenshot_7

Cube in XModelUtils (TomBMX) -- Exported Seemingly incorrectly
screenshot_9

Plane in XModelUtils (TomBMX) -- Exported Seemingly correctly
screenshot_8

These screenshots were taken using the v0.5.2 version of the plugin
screenshot_10

I was able to export a complex mesh and have it wrap correctly with a basic diffuse map using v0.3.5 (I know it's not recommended)
screenshot_11

@gmzorz
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gmzorz commented Jan 12, 2019

not sure if this belongs here, but i am experiencing a similar issue with UV maps.
I'm using an xmodel_export file exported directly from the game, when i convert that using assman everything works fine, but as soon as i open the xmodel_export file in blender, and then re-export that same model using blender-cod, converting it with assman, it messes up the UV..
image
image

@BrutalMcLegend
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Gmzorz, I Still haven't found a fix for this yet, and I'm not sure if the Plugin has been updated since I posted this, as I haven't done anything with Cod for a while, but as I stated above, It worked correctly using the old 0.3.5 Alpha Version of the plugin, while it's not recommended to use it, I would suggest, popping that version on Blender and giving it a shot, if it works, it might get your work done while waiting for an Update

@SE2Dev
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SE2Dev commented Jan 12, 2019

The next update will be after Blender 2.8 stable releases - which should include a fix for this.

@CoDEmanX
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CoDEmanX commented Jan 12, 2019 via email

@gmzorz
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gmzorz commented Jan 14, 2019

i believe it is messed up somehow, rotated/mirrored, no luck
quick edit: it is mirrored, upside down..

@SE2Dev
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SE2Dev commented Jan 15, 2019

Looks like I forgot to flip the V coordinate on export. image

@SE2Dev SE2Dev self-assigned this Jan 15, 2019
@SE2Dev SE2Dev added the bug label Jan 15, 2019
@SE2Dev SE2Dev added this to the v0.6.0 milestone Jan 15, 2019
@SE2Dev
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SE2Dev commented Jan 15, 2019

This should be resolved as of c6820c3, and will be included in the v0.6.0 update. In the mean time, if you don't want to wait for that release you can grab the files from the tree (for that commit) and replace the files in %AppData%\Blender Foundation\Blender\2.79\scripts\addons\io_scene_cod, specifically export_xmodel.py

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