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Old 06-16-12, 01:37 PM   #1501
BIGREG
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Yes, in SH5 that seem something strange
I don't understand how they attribute the all things
But if you can just add the "d" parameter for the (no map/no texture)
that is enought for me

repport v 1.1.238.1

The opacity map is good exported/imported in 3dsmax ,but the uvw location seem to missing
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Old 06-16-12, 02:41 PM   #1502
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Originally Posted by BIGREG View Post
The opacity map is good exported/imported in 3dsmax ,but the uvw location seem to missing
What do you mean by missing


Added the ability to change a material's extendeddata. Here I changed the opacity of the material used to render the TDC just to see if it would work or not:


Result: the Opacity parameter of the material controls the rendering opacity of the mesh it's attached to
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Old 06-16-12, 02:47 PM   #1503
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Great

Seem some uvw are missing in 3dsmax (i have a message : no uvw for subset1) But i can redo them
i have use the grass01 from seabed.gr2 and redo a new material with 2 maps (diffuse & opacity)
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Old 06-16-12, 04:20 PM   #1504
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I think , i need 2 days to all try/understand the all news paramaters
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Old 06-16-12, 04:45 PM   #1505
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I think , i need 2 days to all try/understand the all news paramaters
Well you know what Opacity does and Two-sided means no culling (renders backfacing triangles also). Most of them are for 3dsMax and don't really play any part in SH5 game engine. I haven't played with them all so if you find some that do impact the SH5 game engine please post them so we can keep a record of them
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Old 06-16-12, 04:49 PM   #1506
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Yes,of course

and have you find a way to import new meshes or transform subsets
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Old 06-16-12, 04:51 PM   #1507
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Yes,of course

and have you find a way to import new meshes or transform subsets
The ability to add new meshes hasn't been coded yet.

What are you wanting as far as transforming subsets?
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Old 06-16-12, 05:02 PM   #1508
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Possibility of transforming the subsets into meshes, it would be really practical
just need to detach the wanted elements (needles, buttons,lights indicators etc. ...) to create new subsets with 3dsmax( and we don't need to relocate them )
import them in editor as subsets and just transform them into a new mesh and binding a new bone ....

eg : the needles for the electro motors in type VIIa,echolot,bridge center compass etc ..... are present ,but welded ! into one subset or mesh

or else directly in the creation of bones.
eg : add new bone-> attach a mesh to bone (or as this moment transform an existing subset into a mesh )
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Old 06-16-12, 05:31 PM   #1509
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Originally Posted by BIGREG View Post
Possibility of transforming the subsets, in meshes, it would be really practical
just need to detach the wanted elements (needles, buttons,lights indicators etc. ...) to create new subsets with 3dsmax( and we don't need to relocate them )
import them in editor as subsets and just transform them into a new mesh and binding a new bone ....
doing a loose import you can add subsets to a mesh. Why not take the item(s) you want to 'de-weld' and create a new subset(s) for it/them in 3dsMax. Export to OBJ file. Import into app with a loose import and you'll have your new subsets

Adding ability to add/remove maps from an existing material now...
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Old 06-16-12, 05:43 PM   #1510
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Quote:
doing a loose import you can add subsets to a mesh. Why not take the item(s) you want to 'de-weld' and create a new subset(s) for it/them in 3dsMax. Export to OBJ file. Import into app with a loose import and you'll have your new subsets

Adding ability to add/remove maps from an existing material now...
Yes,new subset is great or adding objects as subsets
(i have try with a 200.000 vertices object )
but,how i make to bind a bone just to a subset ? just meshes have this ability ?
i need a bone to have the control of the mesh with the .sim (or subsets if is possible)

Quote:
Adding ability to add/remove maps from an existing material now...
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Old 06-16-12, 05:47 PM   #1511
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but,how i make to bind a bone ? just meshes have this ability ?
(i need a bone to have the control of the mesh with the .sim)
Yes, unfortunately, only a mesh (and all of it's subsets) can be bound to a bone. This is GR2 limitation not mine.

Once I add the ability to define new meshes you'll be able to do this.
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Old 06-16-12, 05:58 PM   #1512
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Merci TDW
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Old 06-17-12, 08:07 AM   #1513
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Hello

This morning I tried the new version 1.1.240.1

The Little export UVW problem was my fault: the import option UVW coordinates, was unchecked.

I think is a little problem with the opacity value "d"
Now all materials have the opacity map
But in 3DsMax all value is at 100 ! result everything is transparent
and i need to disable or change the value to 0 to have opaque texture
(i have take a look in. MTL and all "d" value = 1.000000)

edit : i have check in 3dsmax the option "force black ambient"
and that work ,the opacity is good render
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Last edited by BIGREG; 06-17-12 at 08:55 AM.
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Old 06-17-12, 09:36 AM   #1514
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Quote:
Originally Posted by BIGREG View Post
I think is a little problem with the opacity value "d"
Now all materials have the opacity map
But in 3DsMax all value is at 100 ! result everything is transparent
and i need to disable or change the value to 0 to have opaque texture
(i have take a look in. MTL and all "d" value = 1.000000)

edit : i have check in 3dsmax the option "force black ambient"
and that work ,the opacity is good render
In SH5 an opacity value of 1.0 means opaque and a value of 0.0 means transparent. You're telling me that 3dsMax is backwards from this? What about Wings3D? If both Wings3D and 3dsMax are backwards from this then I'll invert the 'd' value before writing it (exporting) and invert it when reading it back in (importing)

Having many problems with my extendeddata deleter
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Old 06-17-12, 10:50 AM   #1515
BIGREG
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Quote:
In SH5 an opacity value of 1.0 means opaque and a value of 0.0 means transparent. You're telling me that 3dsMax is backwards from this? What about Wings3D? If both Wings3D and 3dsMax are backwards from this then I'll invert the 'd' value before writing it (exporting) and invert it when reading it back in (importing)
for the opacity we need just check the "force black ambient" option in 3dsmax

in 3DWings the material as no more good render,they are present ,but no texture assigned

i have try just to import a mesh (CT_body) in 3dsmax and export without modif
but when i import i have problem the editor reset
try with original exported without open it ,Ok that work great
take a look in .mtl from 3dsmax and see i have no more the "Ka" coordonate all 0.000000000

look in the original,all is good

in "green" is this a bump value ?



I have try with v1.238.1.1 same "ka" values 0.00000000 ,but with the v1.1.235.1 the "ka" values are good exported from 3dsmax
(to test i have exported the original CT_body in each version of editor and import/export in 3dsmax without change with the same import/export options)
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Last edited by BIGREG; 06-17-12 at 11:18 AM.
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