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digitalutopia1

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Everything posted by digitalutopia1

  1. So, I've got a UV problem. I'm porting a mesh from another game which conveniently is set up so that the normal maps aren't affected by the direction of UV triangles - unfortunately Starfield very much cares about that sort of thing. Now typically a 3d application has the ability to decect flipped or inverted UV triangles, but the method of detecting this is by getting the area of the UV triangle and its corresponding mesh triangle- if one is a positive number and the other is negative, it's considered to be flipped. The problem is twofold - first UV triangles have to be in the same direction as the normal map was baked from, and technically speaking, if you flip a UV triangle horizontally and vertically, you're effectively just rotating it 180ยบ and thus isn't considered to be flipped, leaving this method of identifying them fairly inaccurate. So, I need a way, having both the vertex positions of each triangle and the UV coordinates of the corresponding UV triangles to determine whether a UV is flipped, and which direction(s) Everything else to fix these UVs and textures has already been figured out, and possibly a basic method of determining the direction by comparing edge vectors. Unfortunately I'm pretty stupid when it comes to that sort of maths so I could really use some help. Thanks for any assistance!
  2. Kinda banging my head against a wall here - I can get the root node from the ref, and walk down the tree to get the shaderproperty, so I can get the Emissive color, but I can't figure out how to change it, so it updates in game. Any help would be appreciated.
  3. Unlike Photoshop, 3ds Max plugins are only compatible for the specific version they were built for. Building a plugin for a different version of 3ds Max requires the 3ds Max SDK for that version. The only (legal) way to get said SDK, is purchasing that version of 3ds Max.
  4. Quoted with working pictures, because your image host is bad, and you should feel bad. :tongue:
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