Quote: --- Original message by: OrangeJuiceOpensauce uses the
openCOLLADA format instead of regular collada
I guess try that first, then see if it works
Edited by OrangeJuice on Mar 4, 2017 at 11:16 PM Sorry, I forgot to mention I used both, the inhouse collada import and open collada in Max (8 and 2012) and Maya. So far with no success. :(
It seems like I am not the only one having this issue. Matthew Dratt wrote a post about the exact same problem.
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=49319
I was thinking about a workaround using Aether but as usual when using workarounds I stumbled across another issue. :) The plan was to setup a level with textures and scenery just like in the original game, export the directional lightmaps and use them in the shader tags.
However, when exporting the structure.bsp with Aether the lightmaps.obj and structure.obj have corrupted UVs (the Lightmap.obj has no UVs at all, I will check if there are multiple UV sets later). UVs seem to be fine in OS-Sapien though.
Seems like I have much to learn when it comes to extracting and setting up levels in a 3D software. Any hints on how to properly set things up are greatly appreciated. I have checked Aethers wiki and still fail in exporting an OBJ with working UVs. :)
FYI
The level I am talking about is a30 SP. Tested the original campaign BsPs and the Halo CE Campaign Bsps.