Markemp / Cryengine-Converter

A c# program to convert Crytek files to Collada (XML) format
https://www.heffaypresents.com/GitHub/
GNU General Public License v2.0
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model #130

Closed NomadX688 closed 1 year ago

NomadX688 commented 1 year ago

Hello, I used your converter to extract a nanosuit model from remastered crysis 3. When converting through a cgf converter, the number of vertices, edges, faces, triangles decreases in the model. Later I exported the model from remastered crysis 2 using noesis the number of vertices, edges, faces, triangles is greater than in remastered crysis 3.Question is it possible to solve the problem of reducing vertices, edges, faces, triangles using cgf Снимок экрана 2022-06-21 182514 Снимок экрана 2022-06-21 183421 ?

Kjasi commented 1 year ago

So, are you comparing the model from Remastered Crysis 2 to the model in Remastered Crysis 3? Or are these both the same model, just exported through two different programs?

If the former; You can't compare two different games' models and expect them to be the same. They could of easily made some changes behind the scenes to optimize one or the other. Taking this to an extreme, it would be like trying to compare the poly counts of the original Final Fantasy 7 models to the recent Remake's models.

If the latter; Assuming that both of the models shown are the same, just exported from different software, there are a number of different possibilities as to why the counts are different; The simplest one being that the model from Noesis is not merged, and every poly is independent from the others, while the CGF version IS merged. There could also be collision meshes exported with one of them, and not the other...

It's just dependent on what options the softwares have, and what they can export.

One last note: Interesting that the CGF model has more polys than the Noesis one...

Markemp commented 1 year ago

I think Noesis extracts to .obj files, while cgf-converter defaults to Collada. Since the number of faces/triangles are almost the same, I think that the vertices aren't reused in the Noesis export. Cgf-converter can have a single vertex be part of multiple triangles, so I'm guessing that is what is going on here.

Without the source models it's tough to say for sure, but I think this is working properly. I'm not sure of a use case where having unique vertices per triangle is a desired outcome.

Markemp commented 1 year ago

Closing issue.

GameOverloads commented 1 year ago

@Markemp For reference, each of these remasters pulls much of the base game work from the ported console editions, so any number of optimizations could have been made to the models when the original console editions were being made to work on the consoles they were slated for, ala Xbox 360 and PS3. So your right in that the models would be different between Crysis 2 Remaster and 3 Remaster , as well with the Crysis 2 model pulled in through Noesis, and the Crysis 3 model pulled in through CGF. So to summarize, their different compared to the original Crysis 2 and 3 models because their based on the original console edition optimized models.