Star citizen 3.14 UV issues
snowboundmage2 opened this issue · 3 comments
Describe the bug
Using the cgf converter as is on the latest star citizen .cga/.cgam gets the model just fine, but the UV's seem out of scale
** Sample Model with the issue
Exterior.zip
Just pop it into 3ds max and add an unwrap UV modifier. Some parts are too big, some are stretched on the y axis too high, some are rotated etc
UVs can be out of scale, and there's additional UV manipulation in the shaders to scale properly as well. This also might be a UDIM workflow (some textures seem to reference this), so in either case this behavior is expected.
@vmxeo are you saying that the material file contains some scaling info for UVs that modifies the data in the model files?
@Markemp Almost - the material file contains textures, some of which contain a TexMod tag. Here's one from anvl_carrack_ext.mtl
<Material Name="internal_pom" MtlFlags="50331776" MatTemplate="" MatSubTemplate="" Shader="Illum" StringGenMask="%NORMAL_MAP%SPECULAR_MAP%PARALLAX_OCCLUSION_MAPPING" SurfaceType="" Diffuse="0.10946172,0.10946172,0.10946172" Specular="1,1,1" Emissive="0,0,0" Opacity="1" Shininess="234" vertModifType="0">
<Textures>
<Texture Map="TexSlot1" File="objects/spaceships/ships/misc/razor/textures/razor_damage_internals_diff.tif" TexType="0" Used="1">
<TexMod TexMod_RotateType="0" TileU="0.75" TileV="0.75" />
The important bit is this modifies the texture, not the geometry or UV data. You'd need to use a UV transform on that texture in whatever material you end up making and applying to the model. This is what we're doing in our SCDV material generation script. If I can get a specific model and material, I can demonstrate how this should be done (at least in Blender).
In short, this isn't a cfg-converter issue, and UVs are working as expected.