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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1306 |
Gunner
![]() Join Date: Jul 2009
Posts: 96
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#1307 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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#1308 |
Gunner
![]() Join Date: Jul 2009
Posts: 96
Downloads: 6
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turn off force black ambiant, and smooth mesh, tessulate faces, or send me .obj so i can make instructions. donhector29@yahoo.com
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#1309 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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Best way to Back it !!
[QUOTE=HELLISH1;1338105]turn off force black ambiant, and smooth mesh, tessulate faces, or send me .obj so i can make instructions. donhector29@yahoo.com[/
---------------------------------------------------------------- LOOK THIS , THETS O.K So i exportit thet obj to the Folder (LU_ID9_01.OBJ ) , then importit the seme in 3D-Max with anather name ( LU_ID9_01A.OBJ) . Take this to the ID1 and Baken this, and export in S3D , all is well. Batt I mast export evry right side an import thet befor I Baken it. Thats Shi&§"" !!! ![]() ![]() ![]() Last edited by Tomi_099; 03-28-10 at 05:21 PM. |
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#1310 | |
Gunner
![]() Join Date: Jul 2009
Posts: 96
Downloads: 6
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[QUOTE=Tomi_099;1338169]
Quote:
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#1311 |
Gunner
![]() Join Date: Jul 2009
Posts: 96
Downloads: 6
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#1312 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
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1. Bake in 3D Max to 1- 5 channel
( every Channel mast be bakin and seve it LU_ID9_05-uv2.uvw (-uv3/uv4/uv5) to extern Folder use Automatic Unwrap (first 2 then 3,4 and at last 5 ) at last (3DMax ) EXPORT/EXPORT SELECTED - LU_ID9_05.OBJ (name of 3D-Model) to seme Folder where the all uvw and 2Tga Picture in there (Complit Map/ShedowMap) ![]() 2.EXPORT as .OBJ/mtl to Prefernz Folder with 5 UVW maps ![]() 3. IMPORT TO S3D ..TGA FOLDER .. Complit map / shadows map ![]() 4.Maps and shaped on the imported ( THAT IS A TGA FOLDER - that is connected with 3D-Model Folder in S3D) ![]() 5.PREFERENCE Normal / Bump ... MAP ![]() 6.OBJ/mtl (3D-Model ) import in S3D Folder ( previously saved with 3D-Max (see above ) ![]() 7.IMPORT WITH all 5 UVWs (Maps ) ![]() 8. YES - WITH all NORMALS ![]() 9.It is done you see ... Map Channel-1 ![]() 10. you see ...Map Channel -5 ![]() 11. SAVE IT TO ( Submarine Folder ) .... o.k ..it is Finish ![]() in Game !!! 12. ![]() Last edited by Tomi_099; 03-29-10 at 06:17 PM. |
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#1313 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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Hello!
Kaleun! Here the solution as it is may come a problem. Many thanks to all of you and Nisgeis of this problem has assumed. and has found an alternative solution. ![]() Nisgeis wrote: Hi Tomi. On that object, the model needs to be cleaned up, as it has lots of excess geometry. I think part of your problem is also using 'optimise' when you export. Your model is very very small in dimensions - I normally model at 1000 times the scale required and scale it down to 0.001 when I export. When you export with optimise on, the exporter combines all close vertices together. The problem with this is: Your model has in some places two planes almost back to back, sort of like a shell, so that when you optimise, the game welds all the vertices together and it gets it all wrong. You get vertices welded to triangle that are facing completely the wrong way and this causes all the black triangles. Where a triangle is welded to a triangle that is pointing the other way, this causes the graduation of to black towards that vertex. It also doesn't bake out on the AO map properly either and you are not using the texture as efficiently as possible. To see the problem with your model, select the LU_ID9 model collection, attach them all together and convert them to an Editable Poly. Select vertex mode and then select all the vertices. Click on the Weld dialog button and selecte weld threshold of 0.0 - You will see that the model shape does not change, but the triangle count will fall by about 3,000 triangles - meaning that you have excess geometry that is all overlapping itself. Check this as well in S3D - The ENGIN ROOM_LU_09 node will probably have much less triangles (about 3,000 less) as the optimise will have collapsed them all onto each other. So the problem is two fold, the excess geometry is causing the AO map to not bake properly, also the optimise is making you lose control of your model, your model needs to be stripped of the excess geometry and finally the automatic texture mapping for the AO channel 2 is too spaced out. There's a lot of work to do! |
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#1314 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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#1315 |
The Old Man
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That looks fantastic
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#1316 |
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
Downloads: 165
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I wet my pants
![]() Especially when I think that the complete model will look like this screenshot: http://img715.imageshack.us/i/best3.jpg/ If this should also have some moving parts and makes some sounds, the illusion will almost be perfect!
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#1317 |
Admiral
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Posts: 2,200
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__________________
What we do in life echoes in Eternity |
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#1318 |
The Old Man
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Location: München / Germany
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Thanks all !!!
![]() Elo - Engine !! ![]() . ![]() . ![]() Last edited by Tomi_099; 04-09-10 at 04:20 AM. |
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#1319 |
Lieutenant
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Location: Romania
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You're a mad man mate!
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#1320 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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What we do in life echoes in Eternity |
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