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Old 06-01-12, 07:32 PM   #1381
Tomi_099
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Quote:
Originally Posted by BIGREG View Post
Ok ,i have found the problem Oh ! My god !

This problem of shadows came, when I load a backup recorded in the port, inside the bunker !

So the problem was not from AO or normals in the conning tower in it even

But,How the light is used in the bunker ! Amazing !

Edit :

So this is what I was saying that the light outside, influenced the inside of the submarine., It will really find a solution for the lights (adds / controls / modifications)

@Tomy : Use "MentalRay" in the render setup->common->assign renderer and save the AO as DXT1 or DXT5 without alpha


....
-----------------------------------------

THANK YOU !!!

@Tomy : Use "MentalRay" in the render setup->common->assign renderer and save the AO as DXT1 or DXT5 without alpha
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Old 06-02-12, 02:07 AM   #1382
BIGREG
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Hi

Here is the table with the AO file that contains just the necessary map (Warning! in the editor there is an error with lights, so trying in goblin or in game)

Import in loose mod with AO

CT_Table : http://dl.dropbox.com/u/8655607/Table_AOmodif.zip

Here a view ingame :

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Last edited by BIGREG; 06-02-12 at 02:17 AM.
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Old 06-02-12, 07:38 AM   #1383
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Hi

Here is the table with the AO file that contains just the necessary map (Warning! in the editor there is an error with lights, so trying in goblin or in game)

Import in loose mod with AO

CT_Table : http://dl.dropbox.com/u/8655607/Table_AOmodif.zip

Here a view ingame :
I might have finally figured out why also Still investigating...
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Old 06-02-12, 08:40 AM   #1384
BIGREG
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Hi TDW

I also try to understand the why and how
But there is not much information on the self illumination map "ke", at least for what is to add textures vertex or for UVW ID (channels)

Edit

Here a doc of the .mtl : http://www.fileformat.info/format/material/index.htm
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Old 06-02-12, 09:24 AM   #1385
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Originally Posted by BIGREG View Post
Hi TDW

I also try to understand the why and how
But there is not much information on the self illumination map "ke", at least for what is to add textures vertex or for UVW ID (channels)

Edit

Here a doc of the .mtl : http://www.fileformat.info/format/material/index.htm
Ke is not for AO, it's the emissive property of the material. Think of it as a glow stick - it's the color given off by the material itself.
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Old 06-02-12, 10:02 AM   #1386
TheDarkWraith
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Thank you I'll read it over. I had many questions about the data contained in those MTL files
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Old 06-02-12, 10:10 AM   #1387
BIGREG
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Me who believed that this format very simple
I don't know if you had the opportunity to add some parameters, such as:

-illum
-Tr
-Tf

etc....
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Old 06-02-12, 11:55 AM   #1388
Tomi_099
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Quote:
Originally Posted by BIGREG View Post
Hi

Here is the table with the AO file that contains just the necessary map (Warning! in the editor there is an error with lights, so trying in goblin or in game)

Import in loose mod with AO

CT_Table : http://dl.dropbox.com/u/8655607/Table_AOmodif.zip

Here a view ingame :



Thank you friends, I'll try to test!
THANKS for TDW Ubdates GR2!
Now I have make a little familiar to me with Wings 3D!


BIGREG it is possible that you show us your reference when setting texture baking in 3D Max?
Abaut: ---> Lights/Ilumination/ Shedows !!
By the Backing Prozess !!
Your Maps looks Good !!!
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Old 06-02-12, 12:11 PM   #1389
TheDarkWraith
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Hopefully the bugs are all worked out now in the second importer.

@Tomi99 - the link BIGREG gave you for the table's AO will cause an error in the importer. You need to edit the CT_Body_table_AO file and change the mtllib entry to this:

mtllib CT_Body_table_AO.mtl

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Old 06-02-12, 12:12 PM   #1390
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Quote:
Originally Posted by BIGREG View Post
Me who believed that this format very simple
I don't know if you had the opportunity to add some parameters, such as:

-illum
-Tr
-Tf

etc....
After all the bugs are worked out in the second importer (and the MTL file reader) I'll look into these
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Old 06-02-12, 01:17 PM   #1391
BIGREG
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Report 1.196.1.1:

Seem the AO map replace the diffuse

Try with original and fresh exported file and direct re import

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Old 06-02-12, 03:48 PM   #1392
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Report 1.196.1.1:

Seem the AO map replace the diffuse

Try with original and fresh exported file and direct re import
What import options did you have checked and what kind of import did you do?
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Old 06-02-12, 04:06 PM   #1393
BIGREG
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in strict ,with all options checked

Edit : i have just retry (with the same export) and all is good

in strict,loose with and without AO

Re-edit : I don't understand ,i have re re try with all options possible and all work great
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"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok

Last edited by BIGREG; 06-02-12 at 04:25 PM.
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Old 06-02-12, 05:29 PM   #1394
BIGREG
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All work fine

- Export/import Strict&Loose
- Pro optimizer ( vertices,normals,... optimized )
- Adding faces
- UVW unwrap

The next "stress" test : modification of the Material attribution of the Periscope Base

Edit : Result

- Wings3D : Ok the material is good assigned

-3DsMax : Always the same "no change" with the material attribution other the all subset will change
(We can always detach the party to modify and connect with the subset that has the desired material)
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~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok

Last edited by BIGREG; 06-02-12 at 06:38 PM.
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Old 06-02-12, 06:28 PM   #1395
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
All work fine

- Export/import Strict&Loose
- Pro optimizer ( vertices,normals,... optimized )
- Adding faces
- UVW unwrap

The next "stress" test : modification of the Material attribution of the Periscope Base
Good to hear That second importer I wrote had a hard time 'playing' with the existing code . Next time I'll write the code as I need it and not before-hand!
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