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#editor

adrientd
The fix would be to implement that, but it might not be simple and takes some time :Obelul:
piapro_melody
thx for answering, now i could understand some, looking forward to see that fix in the future ^v^
deathhound246
sorry, got sidetracked last night i can confirm that it only crashes on the PC/Steam version. both regions for the wii do actually create a `.dff` file. contents of the dff file has not yet been verified in blender
pegperegogaucho
Interesting that there is a second set of uv maps, what could it be used for? I know that many games use a second set of UVs for lightmaps, but there aren't any in Alice, right? :FrogThinking:
deathhound246
I think Alice does. I have all textures extracted and I think each texture has 2 UV map textures
pegperegogaucho
Can you clarify?
pegperegogaucho
A mesh can have 2 uv maps
pegperegogaucho
I'm not sure what you mean by a texture with two uv maps
deathhound246
it has a lot of images like this this one, ending with `N04.png` is obvs the actual texture, but what is the one ending with `n.png`
piapro_melody
however is there any game that will combine 2 normal altogether with 2 uv channels?
pegperegogaucho
Oh, those are the normal maps. They are used to create a depth effect and make the texture look more 3D, so they need to use the same UV map (or otherwise they would not align correctly).
deathhound246
Ahhhh i see
adrientd
Ok I tried to implement geometry merging with different count of UV maps
adrientd
but there's some corrupted triangles...
adrientd
Here's how it looks like with the second UV map (may not make sense with the textures used):
deathhound246
Idk how to explain it, but the textures there just look... different Idk if I'm just used to seeing all the weird green and red in the editor tho :Obelul:
adrientd
So I've just found out why some parts were corrupted: When merged, the model has 73813 vertices. But the vertex indices are only 16-bit! So triangles using indices over 65536 just overflow and use the wrong vertices instead.
adrientd
Maybe I will have to unsplit the model when exporting (separate files, or maybe separate objects aka "frames").
pegperegogaucho
Classic error :Obelul: At least the source of the error is found
pegperegogaucho
From the picture it looks like that most meshes have nonsensical uv maps and for the few that look right, I cannot tell a difference