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Author Topic: Mirrors Edge - Messed up UVmaps  (Read 9105 times)
nubblecakes
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Mirrors Edge - Messed up UVmaps
« on: March 19, 2010, 23:20 »

I'm not entirely sure if this is an issue with Umodel or an issue with Milkshape (willing to be it's Milkshape). But basically, the uvmaps aren't the same as the diffuse maps they use. I exported the psk to .smd (I mod for Source mostly) and imported the SMD in to 3DS Max 9 (not 2k9).


Here's the uvmap in 3DS Max:


512x512


And here's the diffuse map from the game:


1024x512


Clear differences. Changing the dimensions in 3DS Max does no good. Is there something I overlooked, or is this some unavoidable issue that I have to manually fix myself? I noticed the .mtl file that is also exported by Umodel. I don't really know how to use this but I have a feeling that it's an important file.
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Gildor
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Re: Mirrors Edge - Messed up UVmaps
« Reply #1 on: March 20, 2010, 00:24 »

It's a common issue with Mirror's Edge: this game has a few UV sets, but umodel exports only a first one. It looks like diffuse texture mapped using non-first UV channel.
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nubblecakes
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Re: Mirrors Edge - Messed up UVmaps
« Reply #2 on: March 20, 2010, 06:24 »

So is there a way to find the correct diffuse map? Is it located in a specific archive or something? I extracted wp_steyrtmp.upk.
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Gildor
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Re: Mirrors Edge - Messed up UVmaps
« Reply #3 on: March 20, 2010, 14:12 »

Mesh should use different texture coordinate set. It is inaccessible.
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nubblecakes
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Re: Mirrors Edge - Messed up UVmaps
« Reply #4 on: March 20, 2010, 23:53 »

NNNNNOOOOOOOOOOOOO!!!!!!!

I was so close too. :|


Then again I might be good enough to re-arrange the diffuse so it matches the uv map. The polygons are unwrapped the same way, but they're laid out different. If I spent some good time in PS I might be able to accomplish it...

...Then again I've got bad luck with such matters. Lips Sealed
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TheMetaMorphe
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Re: Mirrors Edge - Messed up UVmaps
« Reply #5 on: March 21, 2010, 16:17 »

ME use different UV for the baking light process ( BEAST ) anf for some advance effect. There's no way to change it out even in the package file with the level editor.
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TheMetaMorphe
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Re: Mirrors Edge - Messed up UVmaps
« Reply #6 on: March 21, 2010, 16:18 »

Mesh should use different texture coordinate set. It is inaccessible.

Why is it so inaccessible Gildor with your tool ?
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Gildor
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Re: Mirrors Edge - Messed up UVmaps
« Reply #7 on: March 21, 2010, 19:27 »

Original Unreal Engine 3 SkeletalMesh has only 1 texture coordinate (UV) set. Most games based on this engine uses one texture coordinate set. There are only a few games with multiple UV sets for SkeletalMesh. Umodel simply drops these data when reading packages.
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TheMetaMorphe
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Re: Mirrors Edge - Messed up UVmaps
« Reply #8 on: March 21, 2010, 20:46 »

Ok I see. There is no way that umodel get those extras UV set ?
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Gildor
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Re: Mirrors Edge - Messed up UVmaps
« Reply #9 on: March 21, 2010, 20:55 »

Extract - no. Both psk and md5mesh formats are suitable for a single UV set only.
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