SSnakEE Posted January 31, 2015 Share Posted January 31, 2015 Hi, I try convert 3d mesh from higher chronicle to Interlude. I do it like this: 1. With uModel I get .psk file with mesh 2. With 3ds max 2009 I import this psk file and remove all it's bones 3. I export to .3ds file and import with ZModeler 1.07b 4. I export from ZModeler as .3ds file 5. I import .3ds to 3dx max again, Unwrap UVW 6 I export to .obj, use l2oakx for c6Model is showing in game correctly, problem is with reflections, lighting on it. It's too shiny and seems that light is on wrong places.Anyone knows maybe where I make mistake? Quote Link to comment Share on other sites More sharing options...
Ikeryn Posted January 31, 2015 Share Posted January 31, 2015 It's a known issue, specially with high poly models. The vertex normals tends to screw up. OAUKX introduces a lot of garbage into the mesh. It's a accesory or a weapon? If it isn't attached to some character, you can do it with Postal 2 UnrealED. It will respect the lightning. Quote Link to comment Share on other sites More sharing options...
SSnakEE Posted January 31, 2015 Author Share Posted January 31, 2015 It's a known issue, specially with high poly models. The vertex normals tends to screw up. OAUKX introduces a lot of garbage into the mesh. It's a accesory or a weapon? If it isn't attached to some character, you can do it with Postal 2 UnrealED. It will respect the lightning. Ye its accessory :P Quote Link to comment Share on other sites More sharing options...
puredemonsss Posted January 31, 2015 Share Posted January 31, 2015 (edited) It's a known issue, specially with high poly models. The vertex normals tends to screw up. OAUKX introduces a lot of garbage into the mesh. It's a accesory or a weapon? If it isn't attached to some character, you can do it with Postal 2 UnrealED. It will respect the lightning. wath do you mean if it isn't attached to some character ? Edited January 31, 2015 by puredemonsss Quote Link to comment Share on other sites More sharing options...
Ikeryn Posted January 31, 2015 Share Posted January 31, 2015 Well, you already know that weapons and accesories made with Postal 2 UED and UT2004/3 + Gildor's Tool need to fix the attachment to work the proper way. He need to import an accesory, so OAUKX is the only way for him right now. Quote Link to comment Share on other sites More sharing options...
puredemonsss Posted January 31, 2015 Share Posted January 31, 2015 yes and i tink i know wats the problem but it needs testing since i'm not shore when he imports it in 3ds he needs to conect all the vertices then set the uv or/and add material and texture then export Quote Link to comment Share on other sites More sharing options...
Ikeryn Posted January 31, 2015 Share Posted January 31, 2015 I already worked with the vertex, re-setting normals and all stuff, and OAUKX keeps messing with them. I already read some post from gildor that confirms that OAUKX puts some garbage in the mesh. Maybe, as you say, we can fix this in 3dsmax, but I don't find yet a way. Quote Link to comment Share on other sites More sharing options...
puredemonsss Posted January 31, 2015 Share Posted January 31, 2015 mabe its about exporting options ! Quote Link to comment Share on other sites More sharing options...
SSnakEE Posted February 1, 2015 Author Share Posted February 1, 2015 Can you upload somewhere Postal2 Unreal ED? I will try with it. Quote Link to comment Share on other sites More sharing options...
puredemonsss Posted February 1, 2015 Share Posted February 1, 2015 postal2 uploaded Quote Link to comment Share on other sites More sharing options...
SSnakEE Posted February 1, 2015 Author Share Posted February 1, 2015 I already worked with the vertex, re-setting normals and all stuff, and OAUKX keeps messing with them. I already read some post from gildor that confirms that OAUKX puts some garbage in the mesh. Maybe, as you say, we can fix this in 3dsmax, but I don't find yet a way. Ye I can agree that oaukx makes crap in file, but I can see, a lot of people managed to port items from higher chronicles (with oaukx) to Interlude with proper reflections. There must be something that I am doing wrong. Quote Link to comment Share on other sites More sharing options...
puredemonsss Posted February 3, 2015 Share Posted February 3, 2015 (edited) Ye I can agree that oaukx makes crap in file, but I can see, a lot of people managed to port items from higher chronicles (with oaukx) to Interlude with proper reflections. There must be something that I am doing wrong. mabe its requiered the 3ds Max 9 not 2009 or/and zmodeler v1a not b, mabe the plugins too like md5 and OAUKX 6 or 7 reopen the .obj in zmodeler and save again as .obj ? i tink i read something about zbrush not zmodeler and you need to open final .obj in zbrush and save it again to fix normals and i tink its needed the v1 ? mabe its MilkShape 1.8.5, i duno try mix those things mabe you get it working i duno pls reply if you get it working coz we are all courious about Edited February 3, 2015 by puredemonsss Quote Link to comment Share on other sites More sharing options...
Ikeryn Posted February 14, 2015 Share Posted February 14, 2015 Well, I got it I think. Zmodeler was all the problem. When you export the .3DS from zmodeler and reimport it to 3dsmax, the normals are wrong. I solved it with the "Edit Normals" modifier just before insert the final "Unwrap UVW" modifier (after all Zmodeler stuff, ofc). In the "Edit Normals" modifier, you need to select all the mesh normals and press "Unify" on the right panel. It's no totally perfect, but I get a very good result with the weapons from Dark Souls that I'm adapting to L2. http://imgur.com/a/RvpfW Tell me if you got it working :) Quote Link to comment Share on other sites More sharing options...
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