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cb999709

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Everything posted by cb999709

  1. I see. Thanks for your explanation!
  2. Could you please tell me what does "skinned models" mean?
  3. That's fine. Since it's quite easy to mirror an object in 3D softwares. In addition, I also noticed that in the game .primitives file, for main guns and secondary guns, the mesh has already been flipped along the X axis. I mean, the main guns and secondary guns models stored in the game is mirrored in X axis. Therefore, after exporting by using your Matlab code, the gun models are flipped back so they look correct. The other parts, eg. ship hull, torpedo tubes, AA guns, gun directors, are not flipped in the primitives files. The exported obj files will look incorrect.
  4. Hello AstreTunes, I encountered with a problem when I was converting non-symmetrical ship models, eg. Tier 2 dd USS Sampson. In game, there is a bevel at port side of the stern superstructure. As shown below: However in the extracted obj files, the bevel is at starboard side. I've used multiple .obj file viewer softwares, which gave the same result. So, I'm sure this time it's not Blender's problem. I suggest that in the exported obj files the X axis coordinates should be multiplied by -1.
  5. Oh, yes. Now I found how to flip the UV easily in Blender UV editor: UV>Mirror>Y Axis. Problem solved. Thanks for your advice.谢谢大佬
  6. Hello AstreTunes, I downloaded your ShipModelExtractor. It works! Thanks to your great tool, I'm able to create realistic ship renders. However, the exported UV coordinates in the obj files seem to be upside down. When I was attempting to use the textures from game client, the textures need to be flipped vertically in order to fit the uv coordinates of the ship model.
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