Sins MAXTool Importer/Exporter

I've been working with this tool for 6-7 months now, and I've always been bothered by the fact that my models come out of the exporter much smoother than I had them in 3ds Max.  Well, after all this time I've finally compared the text file of a pre-maxtool exported model and a post-maxtool exported model. 

It turns out about a third of the vertices are deleted in the export process.  I don't mind the program trying to optimize my model to make it easier on the game, but I don't like it screwing around with Normals/Tangents.  I've got models that come out of the process that have weird lighting effects, such as one face being totally dark while an adjacent face is lit up.

Can anyone give me a bit of insight into this issue, or maybe suggest a better way to get my models into the game?  Thanks!

5,300 views 8 replies
Reply #1 Top

It should create more verts not less. I can't remember his actual code anymore but I thought it was similar to my method which is using texture verts, checking them against original verts and smoothing groups basicaly.

 

Screen shots? :) Also what is your UV like? That max tool dosnt use a second UV to create the tangents like I recently learned to do so bad UVs (mirrored, opposite in same element/SG) will cause problems.

Reply #2 Top

Sorry, I was having trouble imbedding the pics, so I've just linked the post to the url.

Pic 1 with correct lighting

Pic 2 with incorrect lighting

I've tested again with the model in the above pics.  The vertex count in the original is 3911, and the vertex count in the second pic is 2235.  No changes were made.  I simply imported the model and then exported it, with the drop in number coming after exporting.

On the other hand, I had another model I was working with in the same batch that had no changes whatsoever.  The other six are like this intrepid class ship though.  That makes me think it could be something with the model.  I can't speak for the nuts and bolts of the models themselves, though, as they belong to the SOA2 mod and I joined the team long after the models were set in place. 

It isn't visible in the pics above, but I've also noticed a great deal more effect from the reflective surfaces on the models, as well.  It's almost mirror like in some instances, to be honest.  There also seem to be a few area of the self-illumination map that aren't coming through, like the deflector underneath the saucer.

As I posted earlier, I've noticed the smoothing changes on all of the models I've worked with, and in some cases there have been some slight issues with the textures and lighting.  Only on a few instances has anything ever been as distracting as these bugs.  Again, any help is welcome.

 

 

 

Reply #3 Top

does the black area light up when its facing away from the local star?

Reply #4 Top

I don't know if it happens when it's facing specifically away, but there is an angle where the black part lights up and the lit part goes black (or any degree of opposing changes in between).

Reply #5 Top

That usualy means the normals are reversed (not the faces, just the vert normals). Jan's tool gets the face normal from max, then averages them to get the vert normals.

 

You could try an reset Xform modifier to see if max is doing anything bad.

 

As for reflectivity, I don't know anything on the mesh that would effect the amount of refelction since thats totaly controled by the .dds files. Maybe the tangents are screwed up and it just looks diffrent. Does it have a umm 'brushed alluminium' effect?

Reply #6 Top

Does the normal map texture have an alpha (duplicate of the red color channel of the normal map)? Just want to eliminate that because it was a common mistake in the early days of sins modding. It caused just what you posted, and/or "Black ship syndrome".

The SoA 2 intrepid was made in 2001 by the Homeworld SoA mod team (which i was a part of and had a hand in building the ships), and was not intended for a game like this. Homeworld used many "little" separate textures as opposed to the large single sheet textures sins uses. At the time we had to divide the mesh into many groups to UV map those little textures. Some models would have 40+ mini-textures. Thats how Homeworld 1 worked. I combined all of those little textures on to a single sheet, and re-UV mapped the model for sins. How it looks in sins depends on how "broken up" the model was to begin with. Which is why i planned on rebuilding most of the models themselves to eliminate those issues. Since i cant seem to weld any vertices, and smooth in XSI the way we can do it in max. The nasty texture seems are the end result, and they stand out most on the galaxy, defiant, and constitution models.

Reply #7 Top

Please make a Gmax compatable version .:thumbsup:

Reply #8 Top

Quoting Aractain, reply 1
It should create more verts not less. I can't remember his actual code anymore but I thought it was similar to my method which is using texture verts, checking them against original verts and smoothing groups basicaly.

 

Screen shots? Also what is your UV like? That max tool dosnt use a second UV to create the tangents like I recently learned to do so bad UVs (mirrored, opposite in same element/SG) will cause problems.

 

The 2nd immage remind me of Un welded verts after uvw and export.  Check if those areas have 2 verts not 1 on the model on the planes that show the errors.