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01-23-14, 06:30 PM | #2146 | |
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https://www.mediafire.com/?mqhk320zi0qw0cd |
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01-23-14, 06:47 PM | #2147 | |
Black Magic
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You can see that they are washed out so there is a problem with the normals it appears or the specular value of the material is way too high. Could be other parameters of the material that are way too high also. So there you have it: lighting in the app. You can create some cool scenes using the lighting I found a small problem with the lighting also that I fixed (dealt with when you updated a light). Thus new version coming here very soon. This also reminds me of something I wanted to add to the lights: a way to 'see' where they are visually in 3D space (along with option to show their defined name). I will add that now. |
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01-23-14, 07:07 PM | #2148 | ||||
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- Wings3d displays the crates correctly. - If you look closely at the picture at post #2143, the small crates (which I didn't edit) are also washed out, and they use the same material as the big boxes. - After replacing the corrupt material with a new one, small and big crates looked normal again: Quote:
- Before noticing the corruption, I didn't mess with material properties in that file; - After noticing the corruption, I checked that material properties weren't altered somehow, but the tweaked and a clean copy of the same file had exactly the same settings Quote:
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01-23-14, 07:18 PM | #2149 |
Black Magic
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v1.1.404.1 released. See post #1
This version just fixes a problem with lighting that I noticed a few posts back |
01-23-14, 07:27 PM | #2150 |
Black Magic
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You know what I need to add to the import window? Whether you want the materials to be updated or not. Currently the importers always update the materials no matter what. If you only want to change the vertex data and nothing else then there's no reason to update the materials. I'll make that change
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01-23-14, 07:33 PM | #2151 | |
Black Magic
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# Exported from Wings 3D 1.4.1 newmtl default Ns 100.0 d 1.0 illum 2 Kd 0.8333333333333334 0.7428571428571428 0.6444444444444445 Ka 0.8333333333333334 0.7428571428571428 0.6444444444444445 Ks 1.0 1.0 1.0 Ke 0.0 0.0 0.0 newmtl harbor_ital_cont2_subset0 Ns 100.0 d 1.0 illum 2 Kd 0.588 0.588 0.588 Ka 0.588 0.588 0.588 Ks 0.9 0.9 0.9 Ke 0.0 0.0 0.0 map_Ka harbor_ital_cont2.Tga map_Kd harbor_ital_cont2.Tga Since that mesh only had 1 subset the app used the first newmtl definition it found as the material properties for the mesh when it updated the materials. You have to be careful with Wings3D and materials. That 'default' material will always screw things up! Once I finish adding the checkbox and code for whether you want the materials updated or not to the import window it will help alleviate this problem of happening when you only want the vertex data updated. |
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01-23-14, 07:46 PM | #2152 | ||
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01-23-14, 07:53 PM | #2153 | |
Black Magic
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01-23-14, 07:53 PM | #2154 |
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...and now that I think about it: why did GR2E used the default material, when the one subset had harbor_ital_cont2_subset0 assigned as its material
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01-23-14, 07:56 PM | #2155 |
Black Magic
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That's the way I coded it. When reading the MTL file the newmtl definitions correspond 1:1 to the subsets. If you have more newmtl definitions then subsets then only the first number of subsets newmtl definitions will be used.
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01-23-14, 07:56 PM | #2156 |
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Well, until yesterday we had v 1.1.374.1 or lower. I am now testing the latest version. I will inform you whether the feature finally works as supposed or not
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01-23-14, 08:01 PM | #2157 | |
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...how hard would be making your application to check actual subset/material linkings instead? |
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01-23-14, 08:36 PM | #2158 | ||
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Regarding subsets, have you ever seen this post of mine. I might have found and exception to the "max two (textured) materials per mesh"... |
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01-23-14, 08:50 PM | #2159 | ||
Black Magic
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The first thing I do when I work in Wings3D is delete the default material or rename it to the name I need. Quote:
I'll check out the exception also tomorrow. I impose no limit as to the number of materials you can define for the mesh. Define away! v1.1.405.1 released. See post #1 This version adds tooltips to the items in the import/export window and also adds a new checkbox to that window that deals with materials. When importing and the new checkbox is checked then the importer will read the MTL file and update all the mesh's materials. When exporting if the new checkbox is checked then the exporter will write a MTL file and everything else needed for the materials. Movie time Work will continue tomorrow... |
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01-23-14, 09:25 PM | #2160 | ||||
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On a side note: dunno if it is just a side effect of other fixes or something you made on purpose, but I am pleased to tell you that a bug where inporting a new mesh in costal_guns_small.GR2 messed up its UV map (no matter program used for exporting the new meshes or import settings), is now fixed Quote:
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Fair enough: it has been a productive day |
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