I have a question about UV's.
I just exported some models and textures from megami tensei: Imagine using nifscope and found that the textures were all messed up.
I've seen people do UV-flipping so I figured that might be the problem.
Since nifscope exports in obj, I put that through noesis since it conveniently comes with a UV-flipper and imports obj as well.
And it worked!
Here is a comparison between the rendering in nifscope, and the resulting output after flipping the UV's
Rendered
Flipped UV
Except..............it's mirrored lol
I am converting the obj to mqo format, and I wrote a parser for the mqo that allows me to swap UV and vertices, but I'm so far I haven't found the correct combination.
Is there a general way of "mirroring" textures? I'm not sure if that deals with vertices or UV's.
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Megami Tensei - Imagine: model UV's
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chrrox
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Re: Megami Tensei - Imagine: model UV's
to flip it top to bottom multiply v * -1
to flip it left to right multiply u by -1
to flip it left to right multiply u by -1
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finale00
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Re: Megami Tensei - Imagine: model UV's
Hmm...I just came across this model:

I ran it through noesis by flipping UV and got this

I think the fact that the model itself is mirrored might be the reason why the words are mirrored
So much for problem identification on my part
This looks like a vertex issue. How can I mirror the model itself? lol

I ran it through noesis by flipping UV and got this

I think the fact that the model itself is mirrored might be the reason why the words are mirrored
So much for problem identification on my part
This looks like a vertex issue. How can I mirror the model itself? lol
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finale00
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Re: Megami Tensei - Imagine: model UV's
lol I got it.
But it was more complicated than I thought.
First I had to negate one of the vertex positions.
Then I had to multiply all v's by -1
Then I had to swap the the y and z vertices
Then I had to swap the UV coords for the y and z vertices to reflect the previous change
But it was more complicated than I thought.
First I had to negate one of the vertex positions.
Then I had to multiply all v's by -1
Then I had to swap the the y and z vertices
Then I had to swap the UV coords for the y and z vertices to reflect the previous change
