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Old 07-11-12, 06:34 AM   #1576
Madox58
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Quote:
Originally Posted by TheBeast View Post
I was thinking about starting a import of the Typ-II Interior by Tomi_99. Is this application's progress far enough along to start a project of that scale?
If so, I am certain the 3D Models will need some adjustments/scaling. Maybe privateer can assist.

Regards!
TheBeast
BIGREG would be in a better position to answer questions reguarding interior work.
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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Old 07-11-12, 06:55 AM   #1577
Trevally.
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Well done guys this is groundbreaking work
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Old 07-11-12, 09:42 AM   #1578
BIGREG
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Quote:
Originally Posted by privateer View Post
BIGREG would be in a better position to answer questions reguarding interior work.
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.
Hello

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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Old 07-11-12, 03:24 PM   #1579
Madox58
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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.
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Old 07-11-12, 09:55 PM   #1580
TheDarkWraith
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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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Old 07-12-12, 12:35 PM   #1581
Madox58
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Quote:
Originally Posted by TheDarkWraith View Post
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
I know the feeling.
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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Old 07-12-12, 04:04 PM   #1582
Madox58
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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.
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Old 07-13-12, 11:02 AM   #1583
Madox58
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Default 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.
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Old 07-16-12, 12:18 AM   #1584
Anvart
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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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Last edited by Anvart; 07-22-12 at 03:20 AM.
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Old 07-16-12, 06:48 AM   #1585
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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.
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Old 07-16-12, 03:03 PM   #1586
Anvart
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Quote:
Originally Posted by privateer View Post
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.
It's from 3ds Max 2009...



... 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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Last edited by Anvart; 07-22-12 at 05:20 AM.
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Old 07-17-12, 03:01 PM   #1587
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Quote:
Originally Posted by Anvart View Post
may be first Unknown is 'weight'?
That's what I was thinking.
I've not tested anything with weights to know for sure.

Reading the faces, I add 1 to match the obj faces as you see them.
0 = 1, 1 = 2, and such.
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Old 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.
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Old 07-18-12, 02:55 AM   #1589
Anvart
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Quote:
Originally Posted by privateer View Post
... Reading the faces, I add 1 to match the obj faces as you see them.
0 = 1, 1 = 2, and such.

My friend, this are things about which no need to write to me...
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Old 07-18-12, 06:22 PM   #1590
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I know you don't need the information.


Others might.
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