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Now I render in 3DS Max 2008
http://i108.photobucket.com/albums/n...E_Hull_MAX.jpg Then after placeing in a dat I view it in SH4 Museum. http://i108.photobucket.com/albums/n...H4_In_Game.jpg |
But here is that same dat in S3D
http://i108.photobucket.com/albums/n...E_Hull_S3D.jpg Now this may not bother some, but as not all Modders may be aware of the issue, they may think something is wrong with the GR2 Export or the Import to S3D. My Goal is to insure that all the Tools are compatable with each other. If I can adjust something in the Exporter to fix what is seen in S3D? That's what I want to do. Not just say "they aren't perfect together, get on with it." As Skwasjer wrote S3D, I know it will be Expert advice on things involveing S3D. This is by no means a slam or attack on anything! It's a quest to resolve any issue no matter where the problem is. |
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I haven't been watching them lately. I'll reply by PM. |
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you are doing really great stuff, privateer!!!
:yeah: |
Well, I want to resolve the views stuff in S3D right now.
SH4 does use a 1024 x 512 Image to render in the Museum anyway. I have not tested in SH3 yet. The only issue seems to be the view in S3D when woking with the dat file. Skwasjer is the only one that can answer this issue. He wrote S3D. I have the files I used ready to send. |
skwasjer also is a genius. i believe he knows what to do...
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First time, I've seen this kind of inconsistency. So the museum shot and S3D shot are the same DAT, and the OBJ is imported with S3D? What happens if you reexport with S3D and view externally? Same warp? Or back to normal?
I can't explain tbh. This is my shader code, no rocket science: float4 BaseColor = tex2D(DiffuseMap, In.Texs.xy); No UV data, texture data or whatever is modified in any way when sending to d3device, and my shader is a direct descendant of unifiedrender-shader. So it is a very odd problem to me. I be happy to look at OBJ and texture, but I have no further reference material (no other 3D apps, no SH3/4/5 installed) so it may be hard for me to find out. An additional stock ship-DAT(with texture) would be helpful. |
My first thought is D3DTADDRESS_WRAP
I have no idea how most of this works. The 3D Engines I've been testing handle this aspect. I noticed that some dats from GWX do not render in S3D also. I never thought much about them till now. The Whale from GWX renders black in S3D. I saw that the UV stuff is displaced from standard. But it renders fine in all versions of SH. So if I go with the idea I need to center all Texcoords so S3D will render correctly, I need to have a fuction that tests for conditions outside of the base TexCoords as S3D understands them. Now as I am only concerned with SH5 files? I can pre scan them and code the functions to them. The numbers of GR2 files with Meshes is limited in SH5. Those are the only files I'm interested in right now. It may be possible to filter the files by who created them. Then apply checking functions and adjusting functions. That leaves an exported obj file that shows properly in S3D and all other areas. There may be some meshes that fall outside some speculated matrix though. |
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Yes, your right.
That Blue box is the base area 0,0 to 1,1 Any UV mapping that is beyond that area is not wrapped in S3D as it is in Max or DeepX and some other programs. It is much easier to do UV work by takeing advantage of wrapping. But if a program is not setup to use wrapping? We see the results in S3D. I don't expect Skwasjer to release a fix. Lord knows he's done enuff! :salute: And We can write filters that will adjust things to a more S3D friendly obj file. In some cases we may still need to do a physical UV adjustment. But that's what Modding is all about anyway! You take what you have to work with and figure out ways to do what you want. I could have the Exporter do a complete transfer to a dat file structure so it would be ready to just dump into SH3/4 But where is the fun in that? What kind of Modder would that create? NONE! If the tool does all the work? Your not a modder in any shape, way, or form. |
I THINK WE HAVE IT !!
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The Code I'm working on currently does several new things.
It calculates the Normals based on how you export. Normals should always be correct no matter the orientation of the mesh, or the faces. Flip things, rotate things, Normals are calculated on the fly. UV preview is possible. (Still finishing up work on this) With a goal to allow adjusting UV's before exporting. Now my head hurts cause I hate Math! :nope: Last time I had to do stuff like this was a long range shot in high winds! :haha: |
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Like this !!! :haha: http://www.myvideo.de/watch/200265/Kopf_platzt |
:har:
:up: |
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