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12-23-08, 11:35 AM | #61 |
The Old Man
Join Date: Apr 2008
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What Website Is That?
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12-23-08, 11:46 AM | #62 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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Last edited by tater; 12-23-08 at 11:49 AM. |
12-23-08, 12:58 PM | #63 |
The Old Man
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Thanks mate!
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12-23-08, 08:05 PM | #64 | |
Stowaway
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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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12-23-08, 08:15 PM | #65 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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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. |
12-23-08, 09:07 PM | #66 |
Stowaway
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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? |
12-23-08, 09:18 PM | #67 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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Not using S3D, particularly with the new visual stuff is not shady, it's insane.
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12-23-08, 09:40 PM | #68 |
Stowaway
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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. |
12-24-08, 06:15 AM | #69 | |
Pacific Aces Dev Team
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12-24-08, 01:58 PM | #70 | |
Swabbie
Join Date: Feb 2008
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__________________
Greets, AOTD-Rhonen |
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12-25-08, 12:50 PM | #71 | ||
Stowaway
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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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12-25-08, 04:11 PM | #72 |
Swabbie
Join Date: Feb 2008
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yeah it's a lot of work... but it looks well.
Think in 1 - 2 days more ...
__________________
Greets, AOTD-Rhonen |
12-25-08, 04:33 PM | #73 |
Stowaway
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Looking forwards to the release Mate.
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01-13-09, 06:15 PM | #74 |
Grey Wolf
Join Date: Jul 2007
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So, has anyone done anything about Akagi yet?
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01-25-09, 10:34 PM | #75 |
Sailor man
Join Date: Aug 2008
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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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