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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Stowaway
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Results from tests :
![]() ![]() Bad edges splitted effect, in particular on the propeller ![]() ![]() |
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#17 | |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
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@the_Frog
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#18 |
Stowaway
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Final test : air attack during the night. All is OK. I think she's ready. I've deleted external storages.
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#19 |
Stowaway
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Testing new cargo !
![]() Here a cloned Liberty without cargo, note the waterline's position. |
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#20 |
Commander
![]() Join Date: Nov 2010
Posts: 457
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[QUOTE=Kendras;2474888]Testing new cargo !
[SPOILER="pics"] A few commnets: - Liberty cargos had steel but not wood deck. - Deck planking is always longitudinal. You changed the deck texture from steel to wood, right? - Liberty cargos did not sport colourful peace time scheme, they were all grey and few even carried camouflage. - Undesired edge effects are common with the SH5 models but that can be adjusted. Did you manage to get rid of the undesired hard edges? |
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#21 | |||
Stowaway
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Yes, I read that, and I'm about to correct this.
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#22 |
Stowaway
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Here with a grey hull and a metal deck.
![]() Last edited by Kendras; 03-25-17 at 02:08 PM. |
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#23 |
Stowaway
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@ the_frog :
Could you rework the propeller in order to remove edges splitted please ? File sent in PM ! ![]() |
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#24 |
Stowaway
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The ship is ready. First post updated.
I'm just waiting for an answer from the_frog, to know if he wants to correct the propeller aspect. Cheers. ![]() |
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#25 |
Commander
![]() Join Date: Nov 2010
Posts: 457
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Kendras, please check your file drop ... I sent the new version of the propeller on sunday or so.
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#26 |
Stowaway
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Thank you very much my friend !
I have other problems : I've downloaded Meshlab. How can I cure these problems with this software ? It seems very hard to understand ! ![]() |
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#27 |
Commander
![]() Join Date: Nov 2010
Posts: 457
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Kendras, check PM
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#28 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() my suggestion is you to use Mod Tool for that particular task. Mod Tool is the free version of Autodesk Softimage; it features most of the functions and tools of the main version, but it can only be used for non commercial purposes. Both versions of the program are now discontinued, but you can still download Mod Tool from this link: http://www.moddb.com/downloads/autod...ge-mod-tool-75 You will also need a plugin to export from it in obj format: http://www.moddb.com/groups/softimag...5-obj-exporter Once you got Mod Tool installed and working, load in Wings3D the model whose edges you want to weld. In body selection mode, select the edge-splitted geometry, right click and choose "Separate". This command will separate non-contiguous meshes in the original object (including faces that were erroneously splitted during the export process), putting each in a separate object. At this point, you should press the space bar to clear your current selection, and (again in body selection mode), select only the objects which need to be welded. When you have finished, choose "Export Selected" from the File menu, and save as obj. Import the resulting file in Mod Tool, and select all the imported meshes by dragging the mouse on one of the viewports (a selection square will appear). If you did everything correctly, now you should be ready to use the "Merge" tool. Refer to the following instructions on its usage: http://softimage.wiki.softimage.com/...ygonMeshes.htm Please note tha if you used the "Blend" command instead, you would get a result similar to "Merge", but some new faces would be generated which would cause problems when importing the object in game, so make sure that you use the "Merge" tool. For tolerance factor using something between 0.001 and 0.0001 (10 to 1 mm in model's scale) should be okay. The smaller this value, the lesser likely that the model gets distorted due to wrong edges being welded together, but it is also higher the chance that some edges will remain splitted, in case their vertex coordinates are not identical (for splitted edges they should be identical though). Optional: using the same tool you can also weld splitted UV map edges. Not required for solving the hard edges issue, but recommended for saving file size ![]() |
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#29 | |
Stowaway
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#30 |
Stowaway
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@ the_frog : tested the reworked model by you, and it's perfect ! Thank you !
![]() Testing destructible cargo : ![]() |
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