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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Kaleun of U-3
![]() Join Date: Sep 2008
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Hi gentleman's,
My nerve are cracking so that the reason i start this new thread. Something is wrong with the import/export process and i am not new to 3d and computer stuff so i ask anyone who is using 3ds max 2009 a step by step process because i already used the step by step done by skwasjer but he was using an earlier version of it and it doesn't work in max 2009 something has change and i just can't find what so far! What i need is in order : the step when exporting to obj from sh3 specially regarding the additional uvw i mean by that after import in max you have only edit mesh in the stack, so to import the additional uv channel do you have to add only one unwrap uvw in the stack or 2 it seem max 2009 is confusing channel 1 and 2 i'm not sure about that but i saw some post on autodesk forum talking about it. The confusion about this issue is simply unbelievable! And when i want to re export from max to sh3, sh3 won't see additionnal uv i have save from max, how do you save the uv channel? The step i do are as follow : I add an additional unwrap uvw on top of the one already there, i select uv channel 2 and click the save uvw with prefix -uv2,3,4 etc but nothing work! Thank to anyone who have the courage and patience to get me out of that mess. Regards Hans, |
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#2 |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
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I'm sorry that I can't be of any help.
but you could try out some boards: http://forums.tutorialized.com/3ds-max-71/ http://www.3dstudiomaxtutorials.com/ http://www.3d-tutorial.com/
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Life, Liberty and Property! |
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#3 |
Stowaway
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I use Max 2008.
Try the suggestion in this thread: http://boards.polycount.net/showthread.php?t=63389 Let us know if it works. |
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#4 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Thank to all for the help, i will try your link privateer and Kl-Alman but i think that i will release it without lightmap because i try all that i can possibly imagine and it doesn't work on the interior conning tower the ext and the sub work fine.
To bad i work so damn hard in the past 3 weeks to come to that deceiving result ![]() I think i will take a brake cause I'm going nowhere right now. Regards Hans, |
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#5 |
Chief
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I might be able to help you but it will have to wait until tomorrow. I dont use UVW unwrap often but to change the channel of the map change it under mapping co-ords after you access the map.All maps default to map channel 1. Change the map channel # of the map.. Then change the the UVW map channel #. Does that helP?
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#6 |
Stowaway
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I'm getting issues with Max 2008 in other areas.
So I'm going to reinstall Max 9 and see if those same areas are affected. ![]() What's with all the bugs in software now days? ![]() |
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#7 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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If only skwasjer was available just to solve this one cause in many thread he talk about enabling the SelfOccEnable to true in the UnifiedRenderControler. But he never mention how or where, i made some search in Sh3 and found the unifiedrendercontroller i try to put it at the end of the node tree but nothing change. Can someone tell me the exact order to put the lightmap cause when i set them correctly as Flakmonkey show me all i get is black and in game no shadows at all i don't know maybe i reach a certain limit impose by the game engine on this asset? Is there a limit of how many channels maps we can use on CT interior? I have no problem making my lightmap i taught that in college but i cannot integrated them on my sub interior conning tower the rest is fine, again maybe because i change the original layout of the uvw map it trigger a conflict with the way ambient occlusion operate in game engine. They are so many thing i would like to know about integration in this game engine, i dream last night that i very nice guy from Ubi Romania send me a mail with all my answers! Wishful thinking but dreams is all we have left. Well i guess i will have to abandoned the idear of shadow in CT interior. Regards Hans, |
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#8 | |
Sparky
![]() Join Date: Jan 2010
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#9 |
Grey Wolf
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Make sure your using uv1 for diffuse and only uv2 for your lightmap, the game doesnt seem to recognise the texture as a lightmap if its attached to uv3/4/5 etc.
I dont think there is a limit on the number of channels since ive seen units using uv1-uv6 in the stock files but as a lightmap channel you can only use uv2 for some reason. As for youre issues with max i cant really help, i have max2010 but never really use it apart from for messing with materials on obj files made in maya. |
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#10 | |
Kaleun of U-3
![]() Join Date: Sep 2008
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I just made one last night using channel 3 and it work fine but the CT TurmIIA int one isn't working i wonder if it has something to do with the rearrangement of the uv layout i did because i split the CT interior in two different uv layout one for the floor and one for the rest, the one for the floor is in channel 1 at 1024 and the wall and the rest on a 2048 layout in channel 2. As a last resort solution i will used my baked ambient occlusion pass in photoshop and blend it to the diffuse layer to see how it look in game, i saw some render in game with that technique and i don't see the difference between one support in game engine and this one they look both great the only difference and it is a huge one is that the one done in photoshop doesn't cripple the fps of the game engine. I will do some test with that and if it look good i will all make them in photoshop for my next work, better fps is always a big+. I saw a post made by skwasjer and he said this about the black render issue for lightmap : Black' textures can have several reasons. Some of which are: - Incorrect chunk position of materials or model. - Units: No lightmap uv-data, but UnifiedRenderControler has AO-map set to true. - Interior: No lightmap uv-data, combined with InteriorIllumination controller. - No or incorrect materials assigned to node. - Problem with material: texture not found, diffuse set too low, missing lightmap chunk (only in certain cases) And some more. And i still have my uvw channel problem in max it seem like i cannot separate my uv channel 2 from the 1 i try everything so i suspect uvw corruption, i am able to split the id in mesh rollout id section but when i try to save the newly made id of channel 3 it is still saving channel 1 in it! This is mind boggling. Since it is my first attempt at using sh3 i am still on the learning curve but i have already learn a lot of trick and when I'm finish with this i will write clear and concise tutorials about what i went true. |
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#11 | |
Kaleun of U-3
![]() Join Date: Sep 2008
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#12 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi again gentlemen's,
After many hours of testing and reading i finally found what the issue is, when i start to unwrap the uv layout i didn't reset the uvw to start working on uv channel 2 so that why uv channel 1 is overlapping uv channel 2, this is a change introduced on max 2009 that i didn't notice before. Now what i need to find out is how to split out uv 2 from 1 or else i will suffer the pain of unwrapping it for the third time, i am currently trying the channel info utility but i don't understand it well so trial/errors will lead the way. If anyone know how to easily split uv2 from uv1 let me know and it will save me hours more of work. Thank to all regards Hans, |
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#13 |
Chief
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Hans, sent you a PM
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#14 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() I'm confused with the pm system over here firefox is playing trick on me |
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#15 |
Chief
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Ok, I can't help you but my much better half might be able to
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