SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-04-12, 04:58 PM | #841 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Thank TDW , I get try that
I work right now on the TDC, I reduce the size of the needles to go with the gauges and I wanted to know if you've managed to add a function "move: meshes + bones at the same time" Because it is long enough to find the two positions For the old version, I noticed that the original textures UVW 1024 * 1024, were saved in 1024 * 1002, while exporting Well I'll go try the new version Edit : I just tried quickly, always the same problem of UVW map size,when saving original texture 1024 * 1024 result = 1024 * 1002 or 1024 * 1006 otherwise there is no more error, when export UVW and thank for the up/down numpad keys
__________________
~~~~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; 03-04-12 at 05:39 PM. |
03-04-12, 06:51 PM | #842 | |
Black Magic
|
Quote:
This texture problem you speak of, I need to know what steps you did (what texture you selected/viewed, how did you save it, etc.) so I can do the same to see what's going on. Changed how the rendering of texture coordinates is being done. In previous versions if you had some faces selected it only showed the selected faces when you asked for the texture coordinates to be rendered. If you had no faces selected then it rendered all the texture coordinates. Now if you have faces selected it will first render the selected faces in solid with the selected faces color and then render all the other texture coordinates: This way you can see what the total big picture is. Finished adding all the tooltips. Removed the screenshot box from the misc tab. Now when you ask for a screenshot to be saved you select the format to save as from the save dialog box. Texture coordinate windows/materials windows: when you elect to save the window and you want to save only the render window it will now ask you if you want to save in native size or the current render window size. This way you don't have to expand the window to native size before saving (it tells you what the native size and current size are when it asks you). Fixed bug where the title bar of the app was reporting the incorrect render window size Added 9 and 3 to the help menu for camera movement FillMode tab: Selected-->Faces Clear button now is only active (enabled) when there are faces selected of the selected mesh test version 1.1.87.0 available here: http://www.mediafire.com/?8vks0ok2vksa4o9 Last edited by TheDarkWraith; 03-04-12 at 07:19 PM. |
|
03-05-12, 12:49 AM | #843 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi
For the problem of size maps UVW is when exporting UVW of the TDC in the conning tower, after having double clicked on the window bottom right, for the real size, save in various formats including JPEG, dds, png ... But still the saved maps in 1024*1002 or 1024 *1006 It's not too bad (just resize the maps), but he must know, for not having error calibrations of textures Edit : with the test version 1.1.87.0 the UVW maps are good and with the faces selection is easy to find the good locations
__________________
~~~~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; 03-05-12 at 01:18 AM. |
03-05-12, 01:09 AM | #844 | |
Black Magic
|
Quote:
Enabled the opacity for selected faces. Default opacity is 122 (50% transparent) When you render texture coordinates that have selected faces it asks you if you want to render only the selected face's textures coordinates or everything. Added near and far clip planes to camera tab. Camera's near clip plane default value is now 0.001 (was 0.1). @BIGREG - your disappearing meshes problem should be no more but if so make this value smaller Added Bone bindings to meshes treeview. Each mesh now shows it's bone bindings. When the bone binding is checked then the mesh is bound to the bone - any changes in position or rotation of bone are reflected in mesh. NOTE: due to meshes and bones possibly having different rotation axis strange rotations can happen to meshes when they are bound to a bone and you rotate a bone. My advice: don't rotate bone when mesh is bound to it To bind mesh to bone: - go to meshes treeview and select mesh - expand it - go to Bone bindings and expand it - select the bone binding by checking it - go to bones tab - click on show bones (check it) - select bone that mesh is bound to To unbind mesh from bone: - go to meshes treeview and select mesh - expand it - go to bone bindings and expand it - deselect bone binding by unchecking it Here I bound the needle_B04 mesh to needle_B04 bone in Room_CT and moved the bone. You see the mesh moved with it: test version 1.1.89.0 available here: http://www.mediafire.com/?zyrs3ucu2brqg2t |
|
03-05-12, 01:20 AM | #845 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Merci TDW
I get try this tonight i must to go working
__________________
~~~~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 |
03-05-12, 02:04 PM | #846 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi TDW
Voici mon rapport Simply amazing ! You're a God ! since you do miracles ! Super Zoom ! Selection by face! export UVW perfect ! Binding meshes+bones ! translate with mouse work perfect etc... Still a few things - I have succeeded the mesh-bone connection, but unable to open the menu of the selected mesh after double click on the mesh (with the "origin" "show" removed), in the menu no longer displays (i can't not more rescale my needles ) Why the boxes to the position, rotation, scale. still grayed in the menu Meshes -The keyboard keys in meshes menu : R (otation)-T (ranslate)-Z (axis) do not work (Z sends to the backup menu UVW) -Could you add a key (like shift) to soften or adjust the speed (or length) of displacement on the mouse and keys (often I find myself between "two displacements" and the mouse movement is super amplified (even at smaller dpi on my mouse) Here I go again tortured your great software (and in addition, very small in size, Less than one MO!) Incredible !
__________________
~~~~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; 03-05-12 at 02:44 PM. |
03-05-12, 03:39 PM | #847 | |
Black Magic
|
Quote:
|
|
03-05-12, 04:51 PM | #848 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Thank
Ok all work ,just i have some time ,freeze view screen and the menu work
__________________
~~~~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 |
03-05-12, 05:35 PM | #849 |
Black Magic
|
|
03-05-12, 06:20 PM | #850 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
The main view screen freezes impossible to move, but the menus work, even when leaving the backup works
__________________
~~~~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 |
03-05-12, 10:17 PM | #851 |
Black Magic
|
when that happens click the status tab and see what it says. If it says a rendering error or something like that I need to know what you did before the screen froze to cause the rendering error.
|
03-07-12, 06:19 PM | #852 |
Black Magic
|
test version 1.1.91.0 available here: http://www.mediafire.com/?nbu277calxx7poo
Under the camera tab you can now specify the movement speed for the unlocked and locked camera. Direct input is now being used for keyboard input vice window's functions Under the misc tab you can now specify the repeat speed for when a key is held down Pressing shift will activate the other movement speed for the locked/unlocked Last edited by TheDarkWraith; 03-07-12 at 08:06 PM. |
03-08-12, 04:22 PM | #853 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi TDW
It is a pleasure, to move with the new version , thank you again
__________________
~~~~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 |
03-08-12, 09:02 PM | #854 |
Black Magic
|
Looks kinda cool doesn't it?
I just finished coding the ability to select new textures for the materials Here I selected a new texture for the material selected in the materials treeview (cfg#TXRStructuri). Here's how it works: In the materials tab in the materials treeview the only thing you can select (currently) is Texture. If that node is checked and you double click it then you get to select new texture for it. If it is not checked and you double click it it will show you the current texture (via a render texture window - just like the meshes when you double click the materials for them). Just a few more things to do with it then a new test version will be available Last edited by TheDarkWraith; 03-08-12 at 09:23 PM. |
03-08-12, 09:35 PM | #855 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
|
Better and better every day, you´re great.
__________________
Download: MMM v0.5 (in parts) Download: MMM v0.5 AIO Download: MMM patch for OHII v1.8 & MMM VIIC41 for OHII v1.8 v0.5 |
|
|