I'm working on getting some low-poly models into Sven and I've run into a UV Map issue with Studiomdl I believe. Whenever I compile the model with the Sven Studiomdl the UV maps end up getting squished, you can see in the Blender screenshot how it should look, and how it looks after compile in Sam's model viewer, this translates identically to the model in-game
Blender example zoomed close to the top right sectionBlender example zoomed close to the top right section
Sam's Model Viewer, you can see how the UV map is crunched down by 3 pixels on all sidesSam's Model Viewer, you can see how the UV map is crunched down by 3 pixels on all sides
In-game, translated 1:1 from how it's shown in the Model ViewerIn-game, translated 1:1 from how it's shown in the Model Viewer
To make sure it's not an issue with the Sven Studiomdl I also tested the Half-Life SDK's Studiomdl that comes with the Steam download, and it appears to crunch the normal map down even more aggressively, like it's trying to fit it within some kind of bounding box and X number of pixels away from the edges.
Steam HLSDK Studiomdl compileSteam HLSDK Studiomdl compile
If I were to increase the texture size from 128x128 to 134x134, the UV map ends up fitting the actual textures a lot closer to how it should, give or take exceptions like the face extending too far out, and the edges of the UVs being at the edges of the textures, but only because Studiomdl keeps the forced 3 pixel distance from the edges of the texture. This is making me think of a precision or math issue of some sort?
Recompiled with Sven Studiomdl, 3 pixel distance remains, forcing UV downscaling.Recompiled with Sven Studiomdl, 3 pixel distance remains, forcing UV downscaling.
Is it a Blender issue with how the UVs were made by the original modeller or is it a Studiomdl issue? Is there any way to keep the UV maps from getting crunched and to stay accurate to Blender?