UV changes in game [Solved]

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Pasha1998
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UV changes in game [Solved]

Post by Pasha1998 »

Hello.
I have problem, some models appear in game with wrong UV maps(stretched, flipped, rotated..). But in all 3d editors, ZE, and Msh viewer I see perfect UV map with no problems. Tell me, please, what can be wrong?
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Re: UV changes in game

Post by THEWULFMAN »

Did you freeze your UVs?
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Re: UV changes in game

Post by Pasha1998 »

No, these are simple UVs, there is no problem with UVs, ZE show models perfectly. And MOSTLY they are correct. Just part of model looks incorrect.
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Re: UV changes in game

Post by THEWULFMAN »

You have to freeze the UVs. Else they will look fine in ZE, and not fine ingame. Just go to Edit > Freeze.


(As far as I know.)
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Re: UV changes in game

Post by Ginev »

The problem for me is similar.I use Wings3D modeling program.Its very easy and small program for modeling.When i make my model i export it to obj.Then i have the trial version of xsi and export it with her to msh.However when i place my model in ZE or check in game the textures are big mess.When you mention something about freezing i search that option but couldn't find it.The only similar options that i find are this:Tools>Virtual Mirror>Freeze and this second is in:Tools>Magnet Mask>Lock but i am not sure.I am new in modeling.I make good models (I think) but this problem simply stop me from modeling anymore.Please help.Here is picture of my first model:

http://imageshack.us/photo/my-images/844/cabinka.jpg/
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Re: UV changes in game

Post by Pasha1998 »

I cant find, where is that "freeze UV" command, You are talking about.
Anyway I mean that skin appears wrong ONLY in SW BF2, but other games, such as 18 WoS ALH(truck simulator) and SW EaW show skin 100% correct. The problem is in game, not in model(I think)(?).
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Re: UV changes in game

Post by Ginev »

What modeling program you use?Xsi?
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Re: UV changes in game

Post by Pasha1998 »

XSI 5.1(30-day trial), I use it just for converting and applying textures.
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Re: UV changes in game

Post by THEWULFMAN »

Pasha1998 wrote:I cant find, where is that "freeze UV" command, You are talking about.
I don't have XSI, so I can't help you there.
Pasha1998 wrote:Anyway I mean that skin appears wrong ONLY in SW BF2, but other games, such as 18 WoS ALH(truck simulator) and SW EaW show skin 100% correct. The problem is in game, not in model(I think)(?).


Different game engines render models and textures differently. One model can work fine in one game, and totally not work in another. EAW does not use the same game engine SWBF2 does. I'm not sure what engine the truck simulator uses, but I know it's not Zero (SWBF2's engine). I know every game that Zero was used in(that's not some feat, Zero was only used in about a half dozen games).
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Re: UV changes in game

Post by Pasha1998 »

I know about game engines, but why my other models are correct? i still do not understand this, I will try editing model(maybe cut half and export model as 2 models).

EDIT
Nothing helps... I will upload screenshot soon, maybe someone can tell me what to do. :(

Double posting is against the RULES; please EDIT your post instead -Staff
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Re: UV changes in game

Post by Unlucky13 »

Its a long shot, but try exporting the model as an obj then reimporting.
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Re: UV changes in game

Post by Pasha1998 »

You think I did not?
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Re: UV changes in game

Post by Marth8880 »

In Softimage, go to Edit>Operator>Freeze Operator Stack, or in the left panel, click "Freeze" under "Edit" if your screen is large enough to show it.
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Re: UV changes in game

Post by Ginev »

Lol i found something interesting about my problem.When i export my model with the xsi from obj format to msh and then i export the msh to obj i found that my model have new lines on it and thats why my texture is messed up.From where they come?Is possible my Wing3D modeling program to export my models to a different obj format.As far as i know there is only 1 obj format correct?If someone know something please help :s
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Re: UV changes in game

Post by Pasha1998 »

http://web.axelero.hu/karpo/
Press ctrl+f there, and search for .obj, there about 10 different .obj formats. .msh have different formats too, Star Wars Galaxies for example(SWBF2 and SWG .msh are different).
In Softimage, go to Edit>Operator>Freeze Operator Stack, or in the left panel, click "Freeze" under "Edit" if your screen is large enough to show it.
No, no changes after that.
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Re: UV changes in game

Post by AceMastermind »

Pasha1998 wrote:You think I did not?
No one here is a mind reader, we only know what folks tell us they've done.
Pasha1998 wrote:... I will upload screenshot soon
Still waiting for that screenshot...


You haven't told us anything about this model you're having trouble with.
Is it high-poly?
  • Have you tried breaking it up into pieces?
Did you model it in XSI or another 3d application?
  • How did you import it(*.obj, *.dae, etc).
    What import settings did you use?
    Did you make more edits to this model once imported?
Have you tried to re-UV the model in XSI?


Forget about what you see in third party msh viewing applications, they don't interpret the msh files the same as Zero engine. Game engines are particular about certain data in order to render the model properly ingame.
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Re: UV changes in game

Post by ANDEWEGET »

You cant even trust ZeroEditor to display .mshs properly...
The standard .obj is Wavefront .OBJ.
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Re: UV changes in game

Post by Pasha1998 »

a)Is it high-poly?
b)Have you tried breaking it up into pieces?
c)Did you model it in XSI or another 3d application?
d)How did you import it(*.obj, *.dae, etc).
e)What import settings did you use?
f)Did you make more edits to this model once imported?
g)Have you tried to re-UV the model in XSI?
a) I "tried breaking it up into pieces", once 1k polys, once 250 polys (x4)
, once...
b)Yes(I said "maybe cut half and export model as 2 models")
c) Not important. I have few models, with same problem, one is done by me, one is from other game, one is downloaded from internet... and more.
d) I tried all(usually .obj), no difference if model is correct, just game cant read it.
e) I tried nearly all variants.
f) No.
g) Yes.

I tried ALL apps, that can view .msh (ZE, Msh viewer, 3d object converter and few other)I tried to view model in other formats, I viewed it as .3ds in 3d Studio Max. ALL of them show BEAUTIFUL model. Just not the game :(

Screenshot: http://i1054.photobucket.com/albums/s49 ... t_0062.png
(its part of full model, because each part is 300 or more polys(some of them are more than 1k polys), game accept only 3k maximum.
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Re: UV changes in game

Post by FragMe! »

Ah yes that problem, I have experienced it before, it can be a pain.
I am going to guess that the affected areas are using lines all back to one point (curved edge foreground to point just off screen)

Try adding points (vertices) and edges so that the model is made up of more quads than tris (you can subdivide them down to tris afterwards if required)

It is not an easy thing to get rid of and sometimes you fix one area and turn around only to find another one now has the problem.

It doesn't necessarily have anything to do with freezing or not (although freezing the UVs is always a good thing)

It may take a few trys to get rid of it all I can say is keep at it.
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Re: UV changes in game

Post by Pasha1998 »

Thank You, I will try that. It seems like You are right, and if You are, this will take really long to edit the model... models... 6 models...
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