Posted on 07-22-12, 08:52 pm
Roy Koopa


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Wow this is really nice!
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Posted on 07-22-12, 09:12 pm
Birdo


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Posted by NsmB_PrO
Grassy Mountain RC1.0


Please don't tell me all the bugs in this track. It is the very first beta of it and I will make it much better in future.


Its really good. I like it. (damn, why will not the FixUV option wont work for me? T_T)
The only problem I see is that the track seems a little tiny. Is there is a way you could resize it a bit?
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Posted on 07-22-12, 09:16 pm


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Yes there is a way. But I don't want to. I know it is tiny.

Why doesn't the fixUV tool work for you? Maybe I can help?
Posted on 07-22-12, 09:55 pm
Birdo


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Posted by NsmB_PrO
Yes there is a way. But I don't want to. I know it is tiny.

Why doesn't the fixUV tool work for you? Maybe I can help?


I select the .imd file with the FixUV option. Then the window that says working appears. But the problem is that it nevers ends. I left the program untouched for 5 hours, and it never finished fixing the UV
Maybe is that im skipping something, or may be the version of MKDSCM im using? The .imd file is fine, ray tested the file for me and he said that it fixed the .imd file for him. I even updated frame network and still doesn't work.
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Posted on 07-22-12, 10:26 pm


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Then get the latest version of MKDSCM and try again.
Or you could just try to avoid making models with that UV bug.
Posted on 07-22-12, 10:34 pm
Super Mario
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What's this "UV" bug even? It seems pretty weird to me that Nintendo's tools have bugs in coordinate mapping ...
Unless the bug is in SketchUp's OBJ exporter

...?
Posted on 07-22-12, 10:37 pm (rev. 1 by  Freeze on 07-22-12, 10:38 pm)


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No, the bug appears when a texture is repeating too often.
And that happens when a BIG face is filled with a little texture.

EDIT: You get the warning message in the NITRO Output box of the Maya plugin.
Posted on 07-22-12, 10:39 pm
Super Mario
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Oh, but that's not a bug. That's a limitation of the DS video engine.
What does the "fixer" do to fix it?
Posted on 07-22-12, 10:56 pm
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It's up to the modeller to fix it, by splitting large polygons into smaller polygons so that the texcoords don't overflow anymore.

There's another fix, which is implemented into SM64DSe. It consists into shrinking texcoords until they fit, and using texture scaling. But that only works on emulators. The DS applies texture transforms with the same shitty precision as the original texcoords have, making scaling pretty much useless.
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Posted on 07-22-12, 11:00 pm


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The fixUV from MKDSCM fixes the model by scaling. But after that there is a chance that the textures look fucked up.
Posted on 07-23-12, 12:10 am
Birdo


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So to prevent the UV error, do I need to make smaller polygons? If that is, I can get around it.
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Posted on 07-23-12, 12:14 am
Roy Koopa


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Actually no. If you have a polygon connected to the other one, and it uses the same texture, you'll get the errors, too. So you can try to copy the material and then if you think its enough, you create a polygon with the copied texture. The use won't see a difference, but in real you stopped the UV mapping of the texture.
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Posted on 07-23-12, 02:30 am
Birdo


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I wonder if the cause is from using this certain version. Im using the 3.0 beta 4, so I wonder, is there an older version avaible that has the fixUV option? This might be the problem.
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Posted on 07-23-12, 10:59 am
Roy Koopa


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Hmmm no. I use the same version
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Posted on 07-23-12, 05:04 pm
Shyguy


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Posted by Mega-Mario
It's up to the modeller to fix it, by splitting large polygons into smaller polygons so that the texcoords don't overflow anymore.

There's another fix, which is implemented into SM64DSe. It consists into shrinking texcoords until they fit, and using texture scaling. But that only works on emulators. The DS applies texture transforms with the same shitty precision as the original texcoords have, making scaling pretty much useless.

Thanks for the idea. I will try to implement it.
Posted on 07-23-12, 05:13 pm
Super Mario
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Posted by Mega-Mario
But that only works on emulators.

Posted by Gericom
Thanks for the idea. I will try to implement it.

If it only works in emulators, implementing it is useless.
Posted on 07-23-12, 05:40 pm
Shyguy


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Posted by Dirbaio
Posted by Mega-Mario
But that only works on emulators.

Posted by Gericom
Thanks for the idea. I will try to implement it.

If it only works in emulators, implementing it is useless.

I think it will work if I implement it a little bit differend. And it is better at least than my old implementation.
Posted on 07-23-12, 05:47 pm
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Do you even know what that fix does, Mr. Genius?
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Posted on 07-23-12, 06:07 pm
Shyguy


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Posted by Mega-Mario
Do you even know what that fix does, Mr. Genius?

Yes, it divides the texcoords by 2 until it fits and then multiplies the texture scale by 2 the number of times you divided it.
Posted on 07-23-12, 06:19 pm
☭ coffee and cream


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That is a possible solution, but SM64DSe's fix doesn't quite work like that. It takes the largest texture coordinate possible, divides it by a number that makes it fit within the 12:4 fixed point range, and uses that number as a texture scale factor.

As I said, this trick and anything similar are useless because they don't work on the hardware. It does texture scaling with a shitty precision, which still causes texcoord overflows and shit.
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