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07-11-12, 06:34 AM | #1576 | |
Stowaway
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As to importing the models, there's still somethings to figure out. The application works fine if the obj files are pre-processed before importing. (by that I mean it does not crash Goblin or the Game itself ) The 14 hull I used was a reduced poly version with only one texture assigned to allow easier editing of the import files. I've already started processing a higher poly, multi textured version. The problem now is getting the AO mapping scaled so that it has the same number of texture coords as the main obj has. Some quick testing/reading gave me an idea I'll try tonite. I've a 6 hour round trip for a 2 hour job to handle first. Last edited by Madox58; 07-11-12 at 06:56 AM. |
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07-11-12, 06:55 AM | #1577 |
Navy Seal
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Well done guys this is groundbreaking work
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07-11-12, 09:42 AM | #1578 | |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Normally there are no problems to import a submarine (interior and exterior) But it is hard work ... - Adjustement of size / position of each Elements - Positioning the bones - Textures .. - Etc. ... Personally, I always work on the inside of the conning tower, but it's not easy ... For the creation of AO, the problem for the interior, is to replace the lights(to have the good shadows with multi lights source) to recreate one correct, with changes taking into account I look right now, on the web tutorials, to remake AO ... Ps:This looks more to take a black and white picture in a studio with the good lights
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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 |
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07-11-12, 03:24 PM | #1579 |
Stowaway
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SoftImage Mod Tool 7.5 does good AO's
(And it's free) It's about all I use for AO's in SH nowdays. |
07-11-12, 09:55 PM | #1580 |
Black Magic
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Haven't had a chance to work on anything lately. Got a last minute call that put me in NY all this week and then I'm off to Mexico for the following week. The only time I'll have to work on anything during this time is when I'm on the airplane
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07-12-12, 12:35 PM | #1581 | |
Stowaway
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Been on the road myself for nearly 5 months with very little time at home. No system to take with me but I worked 7 days a week, 12+ hours a day anyway! I have some time until I go to Glacier Lake for a big project so I'm trying to catch up until then. That's a several month job staying at a resort. Hope to have a system to take with me by then or I'm packing up the Home system. Enjoy Mexico Mate! |
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07-12-12, 04:04 PM | #1582 |
Stowaway
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Tried to find specs on UV exports from 3DS Max.
What I found was way old and no longer apply. Useing 010 I'm working on the new (as of Max 2008) UVW export specs. I have around 50% figured out and saved the info to a text file this time. (I'm bad at not saveing stuff!) Once the UVW exports from Max are figured out? It gives TDW another option to code into his Tool. (MAN! I hate that term! ) Carry on........ Nothing to see here yet. |
07-13-12, 11:02 AM | #1583 |
Stowaway
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3DS Max Exported UVWs format
FFFFFFFFh File header, always seem to be the same when I save a file from Max 2008
00000004h version number??? Always 4 when I save a file from Max 2008 ????????h 32 bit Int = total number of UVWs per vertex: 32 bit float = U 32 bit float = V 32 bit float = W 00000000h no idea what this is, always zero ????????h 32 bits unknown, appears random? (Above structure repeats until We reach the faces count) ????????h 32 bit Int = total number of faces per face: ????????h 32 bit Int = entries per face? Always appears as 03 00 00 00 32 bit Int = vertex number 0 texture vertex index 32 bit Int = vertex number 1 32 bit Int = vertex number 2 32 bit Int = facenumber 32 bit Material ID ????????h 32 bits unknown, appears random 32 bit Int = vertex number 0 mesh vertex index 32 bit Int = vertex number 1 32 bit Int = vertex number 2 (Above structure repeats until We reach the end of the file) On the Unknown random parts, I changed them then re-imported the UVW file. Nothing was affected. |
07-16-12, 12:18 AM | #1584 |
Admiral
Join Date: Jan 2006
Location: Russia ®
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Hi, privateer.
Tell me what is wrong with this UVW-file structure? P.S. You, obviously, have in mind this info: http://area.autodesk.com/forum/autod...w-file-format/
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-22-12 at 03:20 AM. |
07-16-12, 06:48 AM | #1585 |
Stowaway
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Hi Anvart,
I never get the same results in the vColor. Each of 3 exports, that float changes. Add 1 to each vt_Index and v_Index Other then that it looks good to me. |
07-16-12, 03:03 PM | #1586 | |
Admiral
Join Date: Jan 2006
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... or: Indexes from 0 always... and my parser reads info only. vColo(u)r - Unknown... in some cases there are zeroes (from S3D always zeroes). I could not find info somewhere. ... but it's not float !!! ... may be first Unknown is 'weight'?
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-22-12 at 05:20 AM. |
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07-17-12, 03:01 PM | #1587 |
Stowaway
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07-17-12, 04:19 PM | #1588 |
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Working on the pre-process of files to get a good import,
I did find out a few things. Nearly every program you use will 'adjust' things as it sees fit. That's why I see a reduction in some things or increases in others. 3DS Max is VERY bad about this and does not allow changing this behaviour. Other programs are just as bad about this. It seems to be an optimization built in, in different ways. Still working on a pre-process idea that early tests shows will work. |
07-18-12, 02:55 AM | #1589 | |
Admiral
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My friend, this are things about which no need to write to me...
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Alex ® Moses said: "Don't create yourself an idol"... |
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07-18-12, 06:22 PM | #1590 |
Stowaway
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I know you don't need the information.
Others might. |
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