KnuckleCracker / CW4-bug-tracker

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[Bug] Imported magica voxel units will not always have the correct texture #387

Closed Alophox closed 2 years ago

Alophox commented 3 years ago

Describe the bug Importing the exported magica voxel units won't always have the correct colors. Take this unit: image when imported directly, it looks like this: image each object is using their respective texture(first object is using first object's texture)

Now this can mostly be fixed by using the palette itself(saved, so not exported with the unit) image i say mostly because the pole did not change colors using either texture(this is why the live unit does not use the pole visibly)

This zip includes: 1: the (vox) model 2: the palette used 3: a c-pack with everything imported and seen import bug.zip

if you would like to duplicate steps taken in importing, do this: export the model with the palette as it active palette, as an object. import those objects into cw4(0 is base, 1 is turret, 2 is pole, 3 is rocket for when i export) make unit, see that the colors are wrong import saved texture, and use that instead see that it fixes most of the problems

Additional Information Not all units imported this way have this issue(and I don't know why) magicavoxel version 0.99.2 is what's used for the cpack(can be replicated in 0.99.6.2) imports using this are scaled by 10 and facing the wrong way, but thats on the software, not the game using version 99.6.2 fixes scaling and rotation, but moves it's position; colors are not changed, which is why i suspect the game is doing something

Alophox commented 3 years ago

An added observation: it appears that if the object is mono-colored, it will use the first slot in the palette, rather than the correct slot. For my palette, it is that blue seen. A workaround is simply not applying the texture, and manually changing the color of the object.

knucracker commented 3 years ago

This might end up being a problem in magicavoxel. When the model imports it will have uv coordinates for some offsets in the texture map. I don't do a lot (if any) processing on those when importing a vox file. If it is a magicavoxel issue, then in theory the same problem should present when importing into other model viewing tools. I've not had a chance to look at this yet, but that will be the first thing I try. If it isn't a problem with the vox file, then it will be some issue with the vox importer I'm using. I don't recall if magicavoxel has a way to export to obj or not. If so that might be another workaround.

Alophox commented 3 years ago

Alright, there's a lot to unpack here. 1: I've been exporting to .obj this entire time(and guess what, exporting to .vox fixes the color issues) 2: The .obj views just fine with the default win 10 3d viewer, right colors and all. 3: The .vox files can use the textures they import with just fine, so must be something weird with the .obj exported or imported. As .vox works fine, I'm going to use that instead.

knucracker commented 3 years ago

If you have the obj you exported attach it here and I'll take a look

Alophox commented 3 years ago

object.zip

objects with Ring or Glowy are the mono-colored ones; the rest needed the separate palette(ARCColors) to be viewed with the right colors*

*when in the cw4 unit editor