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02-22-12, 10:20 PM | #811 | |
Black Magic
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test version 1.1.76.0 available here: http://www.mediafire.com/?9zff2t8gcr6tcgp Now it's time to go back and revisit BIGREG's 3DS Max problem... |
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02-23-12, 04:58 PM | #812 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Hi TDW
I wanted to ask you if you had succeeded in changing the Meshes texture into 3DWings I try a lot of things, but nothing to do, still the error of vertices , idem when i adjuste just the transparency etc..
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
02-24-12, 09:43 AM | #813 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
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promising work. did anyone tried to add modeling 3d stuff into a file?
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02-24-12, 12:58 PM | #814 | |
Black Magic
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Can you send me the Wings3D OBJ files made so I can look them over? Got a call yesterday at 7am telling me I needed to be in Honolulu, HI that day. I got a flight out 6 hours later so greetings from O'ahu! During that long flight I got to work on the app so I started coding in the waypoints editor: What you see is Room_QR1 and Waypoints_Room_QR1 loaded. Then I asked the app to read in the waypoint_edges_QR1.txt file and show it. The lines interconnecting the waypoints are from that file. This shows all the paths defined for pathfinding for that room. Obviously there's way more work to do on it but it's the start |
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02-24-12, 02:24 PM | #815 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Salut TDW
Quote : Got a call yesterday at 7am telling me I needed to be in Honolulu ! For me it would be a dream , I am lost in the middle of Brittany So here in this moment I am trying to redo the conning tower (renaming of all textures was using notepad +) and I noticed that when exporting via the editor (CT_Room.GR2--CT_Body (mesh ) lacks the texture with the suffix _N When you rename the texture into 3dwings and you see in the .mtl that not all change work ,import in editor ok ,but no texture name are not change,and when a attribute a texture of more faces i have this error : Here the file : http://dl.dropbox.com/u/8655607/radar.7z
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
02-26-12, 03:43 PM | #816 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
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Glitches noticed:
- Move a bone. Click 'save' not in the menu but in the 'Changes' tool panel, a message pops up saying that the file's CRC is incorrect. - When two files are opened simultaneously (waypoints + room's gr2s) I cannot add a new bone, the option is greyed out. I guess it's a feature. - Waypoints_Room_QR1: add one bone, add second bone: error **Skeleton's last Bone defined has no data for MaxPropeties ** - Choose 'Add GR2 File', press cancel, currently open file is forced to close Last edited by Vanilla; 02-26-12 at 04:47 PM. |
02-26-12, 09:01 PM | #817 | |
Black Magic
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02-27-12, 01:16 PM | #818 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Salutation
Here, I worked a well, this weekend, but I wanted to ask you TDW: - The displacement in the editor and a bit complicated and not very precise, one should be able to pan up / down and rotate from the position where were are -Problem to zoom ! meshes disappear when you're too close -Are there way to back up UV Map in the format of their choice ? Because during the extension of windows for image magnification, I do not exceed 960 * 960, otherwise I go into fullscreen mode and therefore image distortion, the Perso most of my textures are in 1024 * 1024 -I invert the two buttons on the computer torpedoes (have to manually enter the coordinates) - and last question let me know if there are ways to move, at the same time meshes and associated bones Because it is hard work to do, one by one ! Here is an overview:
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
02-27-12, 01:59 PM | #819 | |
Black Magic
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Quote:
Still stuck in Hawaii working and thus have had no time to work on anything. Looks like I'll be here for another 3-4 days This place is way too expensive for my tastes. |
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02-27-12, 02:33 PM | #820 |
Lieutenant
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Location: St. Petersburg, Russia
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02-27-12, 02:49 PM | #821 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Thank TDW
Double click the bottom right of the texture windows to have them scale to their native size (1024 X 1024). this is what I was searching Under the camera tab uncheck clipping Merci Click and hold right mouse button and move mouse forward till it doesn't zoom anymore. Now you basically have a first person view camera. Use 2,4,6, and 8 to move left, right,fwd, back You can not add up/down 7-1 or 9-3 . Use the mouse to rotate camera. Yes but just bassed of one axis ! for decal the up/down direction ,you need to make many manipulations To move meshes and bones at same time....I didn't code anything that allows you to group items together to move as a group. Interesting idea though. I'll have to see how I could add something like this. It would be really very practical
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
02-27-12, 03:39 PM | #822 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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It's me again...
Under the camera tab uncheck clipping Merci But enable or not is idem I also tried all options in the menu "Rendering" but nothing to do the meshes dissapear
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
02-27-12, 03:53 PM | #823 | |
The Old Man
Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
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Quote:
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***THE GENERAL*** Last edited by The General; 02-28-12 at 06:06 AM. |
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02-28-12, 04:33 PM | #824 | |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
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Quote:
1. Fire up the Editor 2. Open, say, Waypoints_DER.gr2 3. Go to bones panel, choose parent bone there 4. In the menu choose 'new bone'. 5. In the bone creation dialog choose correct parent, type name, say 1, check 'Position data', enter X, Y, Z values, click OK, see bone created ok. 6. Repeat steps 3-5 for a new bone: name '2', check 'Posit data', enter X, Y, Z, click OK, here comes the error. P.S. This crew modding thingy is tedious as hell. It took me good 5 hours to create six new waypoints in the QRF room and place six new chars on them with correctly played idle animation... I'm getting better at it though, hopefuly I will move faster now. Here, a few more lads in the boat: Last edited by Vanilla; 02-28-12 at 05:03 PM. |
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02-28-12, 05:07 PM | #825 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
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But looks great
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