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PostPosted: Sun Aug 07, 2011 3:56 am 
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Jackman
Jackman

Joined: Sun Aug 07, 2011 3:30 am
Posts: 2
I'm trying to edit NFS Shift 2 objects in .meb format and discovered that a new/edited with 3D editor (3D Max for example) object can be successfully added to the game by updating the former one (when I just save the object but not update the original, it doesn't work in the game). And the only one main requirement to the edited model is that it must have the same number of faces and points as the original object so that 3dsimeditor could properly update the old one object. But something is wrong with points count in the program. For example, if a model that I would like to import actually has 1307 vertices and 1650 faces, after the import 3dsimeditor shows that it has the same number of faces but 4950 points. Is there any way to import models without increasing the number of points and why the program does so? (I figured out that it duplicates them somehow. If I press Edit-->Purge points the number of them decreases a lot, but it is still not the same as it has to be).

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PostPosted: Sun Aug 07, 2011 6:43 am 
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Jackman
Jackman

Joined: Sun Aug 07, 2011 3:30 am
Posts: 2
*Figured out, how to "solve" this problem :notworthy: The problem is somehow connected with how the 3dsimed understands smooth groups. As I understood, it shows a correct number of points if there is only one smooth group (or no groups). If we try to import a model that contains 2 or more smooth groups, 3dsimed duplicates every vertex for each poly. To avoid this:
1. Export from 3dsimed in .3ds or .dae.
2. In 3d max (or any other editor) to make a smooth group, select polys and detach them to new object.
3. Export from 3d editor in .3ds format.
4. Import .3ds to 3dsimed, now a model consists of some number of objects and they all look separated like smooth groups. And 3dsimed shows exactly the same number of points as the 3d editor.
5. Explode all objects.
6. Export in NFS Shift format. Borders between groups of polys remain just as they should be.


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