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BRRES Viewer UV Issues
#1
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I have a problem with BRRES Viewer. I downloaded Version 1.3.1 and imported some models I extracted from Wii Sports Resort. The UV's work fine in BRRES Viewer. However, no matter how many times I export, no matter what format, no matter what method I use, the UV's are ALWAYS broken in ANY other program apart from BRRES Viewer. Here's a screenshot of the AirShip from Wii Sports Resort in the Viewer:

[Image: 105sa46.png]

Now in Noesis:

[Image: 2v2cbx2.png]

The proper UV's are in the Viewer, and not in Noesis. The same issue happens in 3ds Max, Unity3D, Blender, and other software. I can't get it to work!

Any help? Thanks.
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#2
Please? Anyone? Sorry for bumping so soon. But I need help.
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#3
Sorry, but the image links appear to be broken. Please upload the images to a different photo sharing website before we can help you. Wink
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#4
(05-05-2014, 08:19 PM)Mystie Wrote: Sorry, but the image links appear to be broken. Please upload the images to a different photo sharing website before we can help you. Wink

Oh. I'm sorry about that. I think I fixed it.
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#5
Could it be the textures maybe? See what happens if your flip the texture vertically/horizontally, or double the tiling on the texture.
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#6
(05-05-2014, 11:28 PM)Peardian Wrote: Could it be the textures maybe? See what happens if your flip the texture vertically/horizontally, or double the tiling on the texture.

Thanks. I'll try flipping them. In the meantime, here's the source files of the AirShip along with my version of BRRES Viewer for those of you who want to see for yourselves. (Noesis not included)


Attached Files
.zip   AirShip Pack.zip (Size: 177.65 KB / Downloads: 243)
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#7
Okay, yeah, that's the problem. This is something that happens with some New Super Mario Bros. Wii models as well. The shader/whatever on the model modifies the display texture to tile twice as much and seamlessly so. You can compensate for this by making a copy of the texture, doubling the image dimensions, and filling the space with mirrored copies of the texture. Make the model load this instead and it will look proper.

Also, I would like to point out that the alpha channel for the image is actually the specular map, stored as the alpha for the sake of saving space. This is the same thing NSMBW does. Splitting it off into a separate texture will make it easier for everyone to make use of it.
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#8
(05-06-2014, 12:07 AM)Peardian Wrote: Okay, yeah, that's the problem. This is something that happens with some New Super Mario Bros. Wii models as well. The shader/whatever on the model modifies the display texture to tile twice as much and seamlessly so. You can compensate for this by making a copy of the texture, doubling the image dimensions, and filling the space with mirrored copies of the texture. Make the model load this instead and it will look proper.

Also, I would like to point out that the alpha channel for the image is actually the specular map, stored as the alpha for the sake of saving space. This is the same thing NSMBW does. Splitting it off into a separate texture will make it easier for everyone to make use of it.

I tried editing the textures as you said. But no improvements were made... Sad
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