A before, and after shot of the second attempt to import a HWRM model. To try to clean it up a bit. There is no smoothing on the HWRM model at all for “reasons”. Mainly because smoothing looks horrible with the mesh the way it is. This is what the model looks like with the “smooth” flag active.
Hence why the mesh has to be dissected, and completely re-worked to enable proper smoothing. That is the “monumental” effort i referred to earlier. Also that is the best i can do for now with the texture. At least at that resolution. It is a single 256x256 texture. Where the vanilla model has about 20 16x16, 32x32 etc. little textures with a separate material for each texture. That is how HW1 did its smooth groups. A separate material for each smooth group. You only have 2 choices in the HW1 engine. A flag for Smooth (default 45%), or flat shaded. No in between. Also Deep Exploration automatically welds all of the points on export to peo. HWSE recalculates all of the normals automatically. So that idea is no good ether. So there is No Control in those aspects. Damn 20 year old tools
This is the same texture at 512x512 res. Liflist will not convert anything higher than 512x512 pixels.
That is also the LUCKIEST Taidan Interceptor ever LOL
The HW1 engine might be able to use a 1024x1024 texture, but we will never know because of Liflist’s limitations. Besides a 512 res texture is over the memory usage of the original vanilla model. So we cant use it.
I will work on this some more to see if i can get the texture any cleaner. Part of the problem is the team/stripe colors. Even the original HWRM 1024x1024 team/stripe texture it is very pixelated from the start, and that makes it hard to make a clean transfer.