Mesh Orientation
Ok, this one has me bewildered. I have four meshes in the game so far. And if I were to export the mesh back into a format I can load into a 3D app, EVERY ONE OF THEM will have a different orientation. They all appear correctly in-game, but if I load them all into Blender, Milkshape or AC3D, each one is going to end up rotated differently.
Has anyone found ANY sort of rhyme or reason as to which direction the meshes should be pointing?! So far it appears to be completely arbitrary, even though every mesh starts off pointed the same direction. My modeling procedure is:
1) Modeled as AC format in AC3D
2) Export a final mesh as a Wavefront OBJ
3) Convert to FBX using Autodesk's FBX converter
4) Convert to MMH and MSH files using Taz's FBX utility
5) Import the MSH into Blender to reset the smoothing groups and Export again
Invariably, I end up having to load the OBJ into Milkshape to rotate it again.
This is rather time consuming, because getting the mesh rotated correctly ends up being an exercise of trial and error. It's frustrating enough with weapons that are mirrored. I don't want to even THINK about how much of a pain it's going to be once I get into weapons that are asymetrical....
Spec Maps
Spec Maps are once again a bit of trial and error to get the proper look--shiny, but not that irritating mirror-finish you see on a lot of really cheap swords. More of a satin finish--although I'm more or less getting along fairly well (well, at least on simple ones. The new Cousland Family Sword mesh has a fairly complex hilt with varying degrees of specularity that takes some time and effort to get right).
However in the case of one sword, the pommel and blade end up lit differently than the guard. I don't have an in-game image of the lighting, but here's what the mesh looks like:

As you can seel, the pommel, guard and blade are all relatively flat along the same plane. I would THINK that all three would therefore react the same under the lightsource. However in-game the blade and pommel are ALWAYS lit the same, while the guard is ALWAYS either brighter or darker. Not only would a real not respond to lighting in this way, but it just doesn't look as good in the game. I've double-checked the Spec Map and the three components are all set to the same specularity.
Any thoughts on either of these issues?





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