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3ds and Maya
Right,
When you export with Maya, you must edit the .obj and the .mtl, before import with Pack3D. If you have set the Normals in Revers and change the tex-to-Vertex. The AO result Black. For import, after you have modified the Model, in end and only in end of all, you can create the AO. Is perfect in 3DS. :up: Check PM BEST REGRADS UBOAT234 |
AO
If the result, after the Convert to file Texture, is this:
http://immagini.p2pforum.it/out.php/...ientocc020.jpg The Work with textur mapping, Vertex, UV and Normals is not good. Set the UV with a new map and rework all Triangles. After re-combine the object. It is not enough Import only. BEST REGARDS UBOAT234 |
Tec For Increase the RAM in Render
Resolve the problem for error in Rendering With 3DS and Maya
WinXP of default use the RAM, for any process, to 1GB. If the scene is extremly complex, it load all the memory until to 1GB and the System Crash. Open the Control Panel of Windows XP, click on the System, and http://immagini.p2pforum.it/out.php/...ientocc022.jpg This is in italian, but is the same flag in other language. Select setup This window appear http://immagini.p2pforum.it/out.php/...ientocc023.jpg After select Modify Appear the file Boot.ini http://immagini.p2pforum.it/out.php/...ientocc024.jpg You must add the line seselcted and save After close all and reboot It increase the RAM for process to 3GB (really is not 3GB but it is another value) In the next restart of Windows XP, you can to choose two different Boot. One normal and one with 3GB. With 3GB is, for example only for work with 3DS and Render... For more information: http://www.microsoft.com/whdc/system...AE/PAEmem.mspx BEST REGARDS UBOAT234 |
Hi, got a PM from UBOAT234.
Great stuff going on here. My project is still in the works, although progressing slow atm. I didn't have much of time the past couple weeks. My aim is to support exporting and reimporting the TMAP but I don't know yet how to store it in the OBJ format (or if it is even possible). I am also looking at different formats. DivingDuck has given me some help with the 3DS format, but all in all, its alot of work. Anyone with info (on how you do things manually) please share :) One note on progress: I coded a custom hexedit control. My aim is to embed it in the tool for all non-identified data, so it allows for in-place editting as opposed to using a seperate tool. This will reduce errors and allows for easier navigation throughout the dat-file. In 2 weeks I'm off for a 3 week vacation, and currently my dayjob has a bigger prio, so I don't promise anything soon. |
Ok
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In any case, Good Work :up: BEST REGARDS UBOAT234 |
Ambient Occlusion
Here a good work
In this case, nearly all the parameters are right http://immagini.p2pforum.it/out.php/...ientocc025.jpg The problem remains insert the data in .dat file... BEST REGARDS UBOAT234 |
Can you blend it with the main texture and generate OBJ files for me? This would give me a source to work with...
I can have a look at the issue GuillermoZS describes as well. |
Ambient Occlusion
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The second problem is this: all the object contained in the .dat, they must be updated? Obj extracted from .dat file, from Pack3D, contain some error for the production of the Baked AO. BEST REGARDS UBOAT234 |
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All in all, I prefer a different file format, which can hold this info together. Hope this is clear... [edit] After analyzing the 3DS format I see quite a few similarities with the DAT format. So I have high hopes of exporting/importing directly to 3DS. This includes all 3D objects, so not a seperate file for each object... :) |
[TUT] How to create Occlussion maps with 3DSMax
Hi! As promised here is a little tutorial about creating the Occlusion map for an object in 3DSMax. Also I´ll show how the program creates the aditional UVs for the Occlusion map...
I´m going to use the King George V object for this "tutorial". Do all this before starting: Import the .obj and flip poligons. In the material Editor, remove the default .tga attached to the Diffuse Color channel. Switch to MentalRay as renderer. Ok, now in Material Editor create a new map for the Diffuse Color channel (click on "none") and select "Ambient/Reflective Occlusion (base)" at the top of the list. http://img.photobucket.com/albums/v2...llermoZS/1.jpg Since this tutorial just covers the very basics I won´t enter in what every parameter is used for... (in the future I´ll do a much more in deep tutorial if you want ;-) Change "Samples" to 78 and "Spread" to 0,2. Make a render: http://img.photobucket.com/albums/v2...llermoZS/2.jpg Ok, we have an occlusion map being generated by mentalray every time we render the scene. Now we are going to bake this map into an image: SELCT THE OBJECT and go to Rendering> "Render to Texture" in the menu tabs. This dialog will appear: http://img.photobucket.com/albums/v2...llermoZS/3.jpg Left everything as default EXCEPT: 1. In "General Settings" select where you want the image to be saved. 2. In "Output" press button "Add..." and select "Ambient Occlusion (MR)" from the list, click on "Add Elements". Press the "1024x1024" button. Click on "Render" If a "Missing Map Targets" dialog appear click "continue" Let the computer "think". When done you will find the occlusion map saved in the folder you selected before in "General Settings". http://img.photobucket.com/albums/v2...lusion_MR_.jpg Ok, the map is now generated BUT NOTICE THAT SOME CHANGES HAVE TAKEN EFFECT ON THE OBJECT: To generate the occlusion map, 3ds max have generated a new modifier for the object: "Automatic Flatten UVs" http://img.photobucket.com/albums/v2...llermoZS/4.jpg This modifier GENERATES ANOTHER UV MAP FOR THE OBJECT AND THIS UV MAP IS THE ONE USED TO GENERATE THE OCCLUSION MAP. This is the problem I described some posts ago about double UVs in the same object... As you can see in the picture the new map is stored on the map channel 3, so we will need to tell the application what UVs correspond to what texture. Go to the Material Editor and clear the Ambient Occlsion map in the Color Difuse Channel. Load a bitmap in this channel and use the Occlusion map you just generated. Make a render and you will see this: http://img.photobucket.com/albums/v2...llermoZS/5.jpg Something similar at what you see in the game right? The problem here is that the map is using the original UVs instead of the generated ones. In the Material Editor go to the map you have just loaded and change map channel to 3 (the one where the "auto faltten UVs" modifier created the UVs for the occlusion baking). Make a render. http://img.photobucket.com/albums/v2...llermoZS/6.jpg Here you go ;-) Now, the BIG problem is pack all this info in a .dat file. By the way, I´m pretty sure this is the way developers created the models for the game... the thing is how did they pack them? Cheers! |
Give me the 3DS file, so I can analyze it. Once I tackle this, I will be able to export/import 3DS directly from the DAT.
Here's a break down of a test file of DivingDuck: View |
Tmap
I have not understood well :damn:
I have watched the chunk TMAP superficialally. But there are chunk TMAP after every object 3d. All TMAP chunk contain the UVs map of the Occlusion? Or it contain also the 3d object? Or only the the first TMAP chunk contain all UVs? :rock: (Still a problem and I break off all the PC that in house) :nope::arrgh!: BEST REGARDS UBOAT234 |
See here:
http://www.subsim.com/radioroom/show...=105059&page=2 I explain the TMAP and also show screenshots of renderings directly from .DAT (nothing exported) |
What about the port objects? I tried exporting one with pack3d, and all i got was an mtl file.
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s'incazzano di brutto:rotfl: :rotfl: |
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