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06-16-12, 01:37 PM | #1501 |
Grey Wolf
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Yes, in SH5 that seem something strange
I don't understand how they attribute the all things But if you can just add the "d" parameter for the (no map/no texture) that is enought for me repport v 1.1.238.1 The opacity map is good exported/imported in 3dsmax ,but the uvw location seem to missing
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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 Last edited by BIGREG; 06-16-12 at 02:10 PM. |
06-16-12, 02:41 PM | #1502 | |
Black Magic
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Quote:
Added the ability to change a material's extendeddata. Here I changed the opacity of the material used to render the TDC just to see if it would work or not: Result: the Opacity parameter of the material controls the rendering opacity of the mesh it's attached to |
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06-16-12, 02:47 PM | #1503 |
Grey Wolf
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Great
Seem some uvw are missing in 3dsmax (i have a message : no uvw for subset1) But i can redo them i have use the grass01 from seabed.gr2 and redo a new material with 2 maps (diffuse & opacity)
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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 |
06-16-12, 04:20 PM | #1504 |
Grey Wolf
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I think , i need 2 days to all try/understand the all news paramaters
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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 |
06-16-12, 04:45 PM | #1505 |
Black Magic
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Well you know what Opacity does and Two-sided means no culling (renders backfacing triangles also). Most of them are for 3dsMax and don't really play any part in SH5 game engine. I haven't played with them all so if you find some that do impact the SH5 game engine please post them so we can keep a record of them
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06-16-12, 04:49 PM | #1506 |
Grey Wolf
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Yes,of course
and have you find a way to import new meshes or transform subsets
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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 |
06-16-12, 04:51 PM | #1507 |
Black Magic
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06-16-12, 05:02 PM | #1508 |
Grey Wolf
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Possibility of transforming the subsets into meshes, it would be really practical
just need to detach the wanted elements (needles, buttons,lights indicators etc. ...) to create new subsets with 3dsmax( and we don't need to relocate them ) import them in editor as subsets and just transform them into a new mesh and binding a new bone .... eg : the needles for the electro motors in type VIIa,echolot,bridge center compass etc ..... are present ,but welded ! into one subset or mesh or else directly in the creation of bones. eg : add new bone-> attach a mesh to bone (or as this moment transform an existing subset into a mesh )
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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 Last edited by BIGREG; 06-16-12 at 05:35 PM. |
06-16-12, 05:31 PM | #1509 | |
Black Magic
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Quote:
Adding ability to add/remove maps from an existing material now... |
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06-16-12, 05:43 PM | #1510 | ||
Grey Wolf
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Quote:
(i have try with a 200.000 vertices object ) but,how i make to bind a bone just to a subset ? just meshes have this ability ? i need a bone to have the control of the mesh with the .sim (or subsets if is possible) Quote:
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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 Last edited by BIGREG; 06-16-12 at 05:55 PM. |
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06-16-12, 05:47 PM | #1511 | |
Black Magic
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Quote:
Once I add the ability to define new meshes you'll be able to do this. |
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06-16-12, 05:58 PM | #1512 |
Grey Wolf
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Merci TDW
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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 |
06-17-12, 08:07 AM | #1513 |
Grey Wolf
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Hello
This morning I tried the new version 1.1.240.1 The Little export UVW problem was my fault: the import option UVW coordinates, was unchecked. I think is a little problem with the opacity value "d" Now all materials have the opacity map But in 3DsMax all value is at 100 ! result everything is transparent and i need to disable or change the value to 0 to have opaque texture (i have take a look in. MTL and all "d" value = 1.000000) edit : i have check in 3dsmax the option "force black ambient" and that work ,the opacity is good render
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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 Last edited by BIGREG; 06-17-12 at 08:55 AM. |
06-17-12, 09:36 AM | #1514 | |
Black Magic
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Quote:
Having many problems with my extendeddata deleter |
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06-17-12, 10:50 AM | #1515 | |
Grey Wolf
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Quote:
in 3DWings the material as no more good render,they are present ,but no texture assigned i have try just to import a mesh (CT_body) in 3dsmax and export without modif but when i import i have problem the editor reset try with original exported without open it ,Ok that work great take a look in .mtl from 3dsmax and see i have no more the "Ka" coordonate all 0.000000000 look in the original,all is good in "green" is this a bump value ? I have try with v1.238.1.1 same "ka" values 0.00000000 ,but with the v1.1.235.1 the "ka" values are good exported from 3dsmax (to test i have exported the original CT_body in each version of editor and import/export in 3dsmax without change with the same import/export options)
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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 Last edited by BIGREG; 06-17-12 at 11:18 AM. |
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