:salute: Thank TDW , I get try that :03:
I work right now on the TDC, I reduce the size of the needles to go with the gauges and I wanted to know if you've managed to add a function "move: meshes + bones at the same time" Because it is long enough to find the two positions :timeout::yawn: For the old version, I noticed that the original textures UVW 1024 * 1024, were saved in 1024 * 1002, while exporting Well I'll go try the new version http://dl.dropbox.com/u/8655607/nv4.gif Edit : I just tried quickly, always the same problem of UVW map size,when saving original texture 1024 * 1024 result = 1024 * 1002 or 1024 * 1006 :hmmm: otherwise there is no more error, when export UVW :yeah: and thank for the up/down numpad keys http://dl.dropbox.com/u/8655607/this.gif |
Quote:
This texture problem you speak of, I need to know what steps you did (what texture you selected/viewed, how did you save it, etc.) so I can do the same to see what's going on. Changed how the rendering of texture coordinates is being done. In previous versions if you had some faces selected it only showed the selected faces when you asked for the texture coordinates to be rendered. If you had no faces selected then it rendered all the texture coordinates. Now if you have faces selected it will first render the selected faces in solid with the selected faces color and then render all the other texture coordinates: http://www.subsim.com/radioroom/pict...pictureid=5414 This way you can see what the total big picture is. Finished adding all the tooltips. Removed the screenshot box from the misc tab. Now when you ask for a screenshot to be saved you select the format to save as from the save dialog box. Texture coordinate windows/materials windows: when you elect to save the window and you want to save only the render window it will now ask you if you want to save in native size or the current render window size. This way you don't have to expand the window to native size before saving (it tells you what the native size and current size are when it asks you). Fixed bug where the title bar of the app was reporting the incorrect render window size Added 9 and 3 to the help menu for camera movement FillMode tab: Selected-->Faces Clear button now is only active (enabled) when there are faces selected of the selected mesh test version 1.1.87.0 available here: http://www.mediafire.com/?8vks0ok2vksa4o9 |
:salute: Hi
For the problem of size maps UVW is when exporting UVW of the TDC in the conning tower, after having double clicked on the window bottom right, for the real size, save in various formats including JPEG, dds, png ... But still the saved maps in 1024*1002 or 1024 *1006 It's not too bad (just resize the maps), but he must know, for not having error calibrations of textures :yep: Edit : with the test version 1.1.87.0 the UVW maps are good :yeah::woot: and with the faces selection is easy to find the good locations :yep: |
Quote:
Enabled the opacity for selected faces. Default opacity is 122 (50% transparent) When you render texture coordinates that have selected faces it asks you if you want to render only the selected face's textures coordinates or everything. Added near and far clip planes to camera tab. Camera's near clip plane default value is now 0.001 (was 0.1). @BIGREG - your disappearing meshes problem should be no more but if so make this value smaller Added Bone bindings to meshes treeview. Each mesh now shows it's bone bindings. When the bone binding is checked then the mesh is bound to the bone - any changes in position or rotation of bone are reflected in mesh. NOTE: due to meshes and bones possibly having different rotation axis strange rotations can happen to meshes when they are bound to a bone and you rotate a bone. My advice: don't rotate bone when mesh is bound to it To bind mesh to bone: - go to meshes treeview and select mesh - expand it - go to Bone bindings and expand it - select the bone binding by checking it - go to bones tab - click on show bones (check it) - select bone that mesh is bound to To unbind mesh from bone: - go to meshes treeview and select mesh - expand it - go to bone bindings and expand it - deselect bone binding by unchecking it Here I bound the needle_B04 mesh to needle_B04 bone in Room_CT and moved the bone. You see the mesh moved with it: http://www.subsim.com/radioroom/pict...pictureid=5415 test version 1.1.89.0 available here: http://www.mediafire.com/?zyrs3ucu2brqg2t |
Merci TDW :yeah:
I get try this tonight i must to go working :03: |
:salute: Hi TDW
Voici mon rapport :03: Simply amazing ! http://dl.dropbox.com/u/8655607/happy11.gif You're a God ! http://dl.dropbox.com/u/8655607/11.gif since you do miracles ! :yep: Super Zoom ! Selection by face! export UVW perfect ! Binding meshes+bones ! translate with mouse work perfect etc...:yeah: Still a few things - I have succeeded the mesh-bone connection, but unable to open the menu of the selected mesh after double click on the mesh (with the "origin" "show" removed), in the menu no longer displays (i can't not more rescale my needles :wah: ) Why the boxes to the position, rotation, scale. still grayed in the menu Meshes http://dl.dropbox.com/u/8655607/question.gif -The keyboard keys in meshes menu : R (otation)-T (ranslate)-Z (axis) do not work (Z sends to the backup menu UVW) -Could you add a key (like shift) to soften or adjust the speed (or length) of displacement on the mouse and keys (often I find myself between "two displacements" and the mouse movement is super amplified (even at smaller dpi on my mouse) Here I go again tortured your great software http://dl.dropbox.com/u/8655607/Thor.gif (and in addition, very small in size, Less than one MO!) Incredible ! http://dl.dropbox.com/u/8655607/victory.gif |
Quote:
|
Thank :salute:
Ok all work ,just i have some time ,freeze view screen and the menu work :hmmm: |
Quote:
|
The main view screen freezes impossible to move, but the menus work, even when leaving the backup works
|
Quote:
|
test version 1.1.91.0 available here: http://www.mediafire.com/?nbu277calxx7poo
Under the camera tab you can now specify the movement speed for the unlocked and locked camera. Direct input is now being used for keyboard input vice window's functions Under the misc tab you can now specify the repeat speed for when a key is held down Pressing shift will activate the other movement speed for the locked/unlocked |
:salute: Hi TDW
It is a pleasure, to move with the new version :yeah: , thank you again :yep: |
Looks kinda cool doesn't it?
http://www.subsim.com/radioroom/pict...pictureid=5426 I just finished coding the ability to select new textures for the materials :D Here I selected a new texture for the material selected in the materials treeview (cfg#TXRStructuri). Here's how it works: In the materials tab in the materials treeview the only thing you can select (currently) is Texture. If that node is checked and you double click it then you get to select new texture for it. If it is not checked and you double click it it will show you the current texture (via a render texture window - just like the meshes when you double click the materials for them). Just a few more things to do with it then a new test version will be available :rock: |
Better and better every day, you´re great. :rock:
|
All times are GMT -5. The time now is 05:24 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.