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Old 12-23-08, 11:35 AM   #61
ivank
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What Website Is That?
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Leutnant z. S. David U. Ziegler
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Old 12-23-08, 11:46 AM   #62
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http://74.125.95.113/translate_c?hl=...G8hGzuUC-fyA7A

Last edited by tater; 12-23-08 at 11:49 AM.
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Old 12-23-08, 12:58 PM   #63
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Thanks mate!
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Old 12-23-08, 08:05 PM   #64
Madox58
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Quote:
Originally Posted by tater
The best way to make the shadows is with the 3d program to generate the occlusion maps. That is my understanding.
Yes, for SH4 you need do the occlusions.
But what is showing in the pictures is different.

I've looked at several units built for VS.
So I kind of know what needs done aside from the scaleing and
skin stuff.
Then the Normals and occlusion.

What you see in the screen captures is different.

Say We build a Octagonal box for a part of the ship.

We have 8 sides and a top to look at.
Each side and the top needs to be detached in the 3D program
to avoid getting that strange effect.

It's still one object mind you.
Just all sides are detached.

The Game Engine will attempt to smooth sides that are not detached.
So where we expect crisp clean lines?
We get the odd triangle 'shadowing' effect.

Look at the BathTubs in the screenshots.
Notice the lack of definition?
That's becase it's a solid object and the Engine is trying to 'smooth' things.
Now detach the sides and such?
You get that killer look!


Last edited by Madox58; 12-24-08 at 02:01 PM.
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Old 12-23-08, 08:15 PM   #65
tater
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I seem to recall that this might be done with export settings in the 3d app, and import settings in S3D. Skwasjer can answer this quickly (something about vertex normals, and just clicking two radio buttons instead of disassembling the model).

<EDIT> Found it: "If you ever encounter this, try using precomputed normals first (export with normals from Max, and import with normals in S3D) before doing it the hard way. Only requires ticking two checkboxes.

The game supports vertex normals, so why not use them..."

Last edited by tater; 12-23-08 at 08:17 PM.
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Old 12-23-08, 09:07 PM   #66
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Very Cool.
As I don't use S3D,
(and I know that makes me a shady person)
LOL
I was not aware this may solve this issue.
Regardless?
If anything that is posted helps?
Then it's all good.
Right?
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Old 12-23-08, 09:18 PM   #67
tater
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Not using S3D, particularly with the new visual stuff is not shady, it's insane.
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Old 12-23-08, 09:40 PM   #68
Madox58
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Perhaps it is.
I'm just so use to doing things the way I do them.

I do have the latest release of S3D.

So I'll do some checking.
I always said
When it works better then what i do now?
I'll switch.
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Old 12-24-08, 06:15 AM   #69
sergbuto
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Quote:
Originally Posted by tater
I seem to recall that this might be done with export settings in the 3d app, and import settings in S3D. Skwasjer can answer this quickly (something about vertex normals, and just clicking two radio buttons instead of disassembling the model).

<EDIT> Found it: "If you ever encounter this, try using precomputed normals first (export with normals from Max, and import with normals in S3D) before doing it the hard way. Only requires ticking two checkboxes.

The game supports vertex normals, so why not use them..."
The resulting vertex-normal computation in SH4 is not much different from that in MAX. It is easy to see that when the model is rendered without textures. Therefore, in most cases I do end up doing it the hard way.
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Old 12-24-08, 01:58 PM   #70
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Quote:
Originally Posted by privateer
Each side and the top needs to be detached in the 3D program
Thanks for this idea... it's working. So i am overworking the Nagato
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Old 12-25-08, 12:50 PM   #71
Madox58
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Quote:
Originally Posted by rhonen
Quote:
Originally Posted by privateer
Each side and the top needs to be detached in the 3D program
Thanks for this idea... it's working. So i am overworking the Nagato
Very Nice Mate.


It's a lot of work, but well worth the effort.
Glad that I could help even a little.

Merry Christmas!!
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Old 12-25-08, 04:11 PM   #72
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yeah it's a lot of work... but it looks well.

Think in 1 - 2 days more ...
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Old 12-25-08, 04:33 PM   #73
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Looking forwards to the release Mate.
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Old 01-13-09, 06:15 PM   #74
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So, has anyone done anything about Akagi yet?
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Old 01-25-09, 10:34 PM   #75
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Nice work so far on the BB. One of these days i'll finally finish school and actually have the skillset to contribute.
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