Xavier2 Posted October 2, 2004 Share Posted October 2, 2004 While i was converting JKA mods, a Jango Fett helmet, in a project with Bneezy, i stumbled in a problem, the overlaping vertices Mdlops warns you while converting the .mdl file to -din.mdl. To resolve this i opened the .mdl with notepad and changed the problematic vertices, for instance x=0.0924376, y=1.78286, z=0.0293637 to =0.0924375, y=1.78285, z=0.0293636, like svosh has told to. Then i check again to see if there is another set of vertices like the new ones and its ok. After that in Mdlops conversion i get the same warn, but this time the overlaped vertice is the new one. I open the file look for it and there are no duplicated vertices. What to do? Xavier2 Link to comment Share on other sites More sharing options...
cchargin Posted October 3, 2004 Share Posted October 3, 2004 Hello, Mdlops 0.3 is being tested right now. When I get the OK from the testers it will be released. Version 0.3 will not stop a model compile when it finds overlapping vertices. Plus another bug fix where I broke alpha. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 3, 2004 Author Share Posted October 3, 2004 That's great!!! or future versions consider my sugestion about the head models. It may be the key to subtle model editing without interfering with animation. Thanks again your tool is sure handy. Xavier2 Link to comment Share on other sites More sharing options...
T7nowhere Posted October 3, 2004 Share Posted October 3, 2004 Originally posted by Xavier2 Thanks again your tool is sure handy. Xavier2 Handy does not even begin to describe what mdlops is to KotOR modding. Without it We would still be saying "nope we can't make or edit models" Thanks cchargin for all your hard work. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 3, 2004 Author Share Posted October 3, 2004 Originally posted by T7nowhere Handy does not even begin to describe what mdlops is to KotOR modding. Without it We would still be saying "nope we can't make or edit models" Thanks cchargin for all your hard work. That's right. My choice of words lacked enough commends to your contribution to Kotor modding. Xavier2:) Link to comment Share on other sites More sharing options...
svösh Posted October 3, 2004 Share Posted October 3, 2004 Xavier2 Make sure your search in the ascii mdl looks both down and then up and don’t overlook the – before the number some verts lay on the negative axis You have to keep doing it for every set of overlapping vertices Keep notepad , the dos window in mdlops, and mdlops open save your ascii –mdl in notepad each time, without changing the extension. And try to compile again repeat until the compile goes through….. Some times it takes hours to compile the model. The problem you are experiencing is because the model has to be segmented. However by segmenting the model correctly, detaching [check mark on “to Element” ] groups of polys and then laying out your unwrap UV in the Exact same way afterwords the uv’s will not stitch up on compile and the model should compile in mere moments with out the bothersome overlapping vertices error. But that means rebuilding the unwrapped uv. And for some models that can get very complex. Make this a final step I will caution you, if the poly count or vert count changes by even one then you have to unwrap all over again. Totally T7, Cchargin rocks the world!!!!! svösh Link to comment Share on other sites More sharing options...
Xavier2 Posted October 3, 2004 Author Share Posted October 3, 2004 Originally posted by svösh Xavier2 Make sure your search in the ascii mdl looks both down and then up and don’t overlook the – before the number some verts lay on the negative axis I did it. Pretty sure about the numbers, since i always right it down before opening notepad. You have to keep doing it for every set of overlapping vertices Keep notepad , the dos window in mdlops, and mdlops open save your ascii –mdl in notepad each time, without changing the extension. And try to compile again repeat until the compile goes through….. Some times it takes hours to compile the model. I did it also. The problem i'm experiencing is referred to the same vertices. No mater the changes i make with notepad, i always get the same warn in next compile attempt. Example: 1. first compiling attempt, overlaping verts are: x=0.09010, y=1.7890, z=002910 2. notepad edited verts are: x=0.09011, y=1.7891, z=002911 3. second compiling attempt, overlaping verts are: x=0.09011, y=1.7891, z=002911. As you can see the ovrlaping problem accompanies every change i make... The problem you are experiencing is because the model has to be segmented. However by segmenting the model correctly, detaching [check mark on “to Element” ] groups of polys and then laying out your unwrap UV in the Exact same way afterwords the uv’s will not stitch up on compile and the model should compile in mere moments with out the bothersome overlapping vertices error. But that means rebuilding the unwrapped uv. And for some models that can get very complex. Make this a final step I will caution you, if the poly count or vert count changes by even one then you have to unwrap all over again. I'm not sure i got it right. I don't know much about UV in GMAX. If you could come up with a small tutorial like you did with armor pockets, it would be great. Thanks for the reply anyway. Xavier2 Link to comment Share on other sites More sharing options...
svösh Posted October 3, 2004 Share Posted October 3, 2004 Xavier2 every time an overlapping vert error appears there are 3 sets of verts to change. 3 lines of x y z So not only change the ones that looks identical but all 3 sets so 9 changes for every error. I did this 25 times on one model so I had 225 minor changes to make. And that sucks. As for uv mapping / unwrapping it really depends on how you are going to map the texture so it up to the individual how they will unwrap the model. The best resource for that I know of online is posted my my tip and tuts thread. http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html I hope this helps svösh Link to comment Share on other sites More sharing options...
Xavier2 Posted October 3, 2004 Author Share Posted October 3, 2004 Originally posted by svösh Xavier2 every time an overlapping vert error appears there are 3 sets of verts to change. 3 lines of x y z So not only change the ones that looks identical but all 3 sets so 9 changes for every error. I did this 25 times on one model so I had 225 minor changes to make. And that sucks. But finding and changing the overlaping verts is not the problem. I'm using the find function in notepad to find all verts Mdlops warns about. The problem is: If the problematic vert is, i.e. 9, when i change it to 10, the problem now is with the 10 vert. Then, if i change 10 to 11, the problem is 11. If i change 11 to 2, the overlaping problem is in vert 2. It happens every time, no matter how many changes i make to all verts. My guess is that the model has some problem. Maybe i could send it to you by e-mail and you could take a look at it. The model is a Jango Fett helmet from JKA and it has, along with ignore_NGON and aurora base, two objects. One for the antena and the other for the actual helmet. Thanks for pointing to the tut. Xavier2:) Link to comment Share on other sites More sharing options...
bneezy Posted October 4, 2004 Share Posted October 4, 2004 HA! Welcome to my world! I've been through that whole process many times trying to convert certain models. Luckily, the original authors decided to convert them for KotOR and fixed it themselves. I have this problem with KotOR's OWN MODELS!! PMBHS and I believe the Mandalorian model both have overlapping vertices. You can fix some manually in gmax by welding the problem vertices yourself, but that's a whole other thread. Luckily, the textures from JA and MODs for JA are already laid out for the model. Good luck! Link to comment Share on other sites More sharing options...
Xavier2 Posted October 4, 2004 Author Share Posted October 4, 2004 Originally posted by bneezy HA! Welcome to my world! I've been through that whole process many times trying to convert certain models. Luckily, the original authors decided to convert them for KotOR and fixed it themselves. I have this problem with KotOR's OWN MODELS!! PMBHS and I believe the Mandalorian model both have overlapping vertices. You can fix some manually in gmax by welding the problem vertices yourself, but that's a whole other thread. Luckily, the textures from JA and MODs for JA are already laid out for the model. Good luck! I'd like to take a shot at tweaking the verts in GMAX instead of Mdlops, but i can't find the problematic verts in GMAX. Could anyone tell me how to find the overlaped verts Mdlops warns you about?. My x,y,z coordinates in GMAX are in cm. BTW, Bneezy the model i'm currently working on is the JKA mandalorian pack model you pointed me to. I just finished the Slave I jango Fett headband/commlink using that pack as a reference. Again yours is a great iniciative. Xavier2 Link to comment Share on other sites More sharing options...
bneezy Posted October 4, 2004 Share Posted October 4, 2004 I searched around and the only way I know to find them is the convert the mesh to an editable poly and use the border select tool to select the whole model. The problem areas will show up red. You can then choose vertex select and weld the duplicate vertices. After you're done, you convert it back to an editable mesh. As you know, this won't work with the KotOR models since you can't convert them to the editable poly that late in the model process (i.e. the "skin" and such are already in place. You would have to delete those to get the mesh editable. If I'm wrong, and you can get to the editable poly stage without deleting any of that or ruining the model, hell let ME know how.) Xavier, that headband would look awesome on your Jango head. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 4, 2004 Author Share Posted October 4, 2004 Originally posted by bneezy I searched around and the only way I know to find them is the convert the mesh to an editable poly and use the border select tool to select the whole model. The problem areas will show up red. You can then choose vertex select and weld the duplicate vertices. After you're done, you convert it back to an editable mesh. As you know, this won't work with the KotOR models since you can't convert them to the editable poly that late in the model process (i.e. the "skin" and such are already in place. You would have to delete those to get the mesh editable. If I'm wrong, and you can get to the editable poly stage without deleting any of that or ruining the model, hell let ME know how.) Xavier, that headband would look awesome on your Jango head. Hey Bneezy. Just a thought. If you already have got the Jango Helmet model from that JKA pack you sent me, into Kotor, then there is no chaos, there is harmony, there is no death, there is only the force. And the force shall set us free from attachment, therefore, you could send this to me and i could work in the skin as you asked me in the e-mail. BTW. I'm working with two Jango faces. The original and the young clone template. When i get home i'll open a thread to discuss and show my W.I.P. Xavier2 Link to comment Share on other sites More sharing options...
bneezy Posted October 4, 2004 Share Posted October 4, 2004 I never put that one in KotOR. That was just in gmax. Link to comment Share on other sites More sharing options...
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