:salute: Hello
Here, a visual explanation of a problem of "seams" ... :D Version 1.264.1.1 used The Objective: detach the walls of the conning tower (creating a new subset n°15) and assign a material already existing in the mesh - Export the CT_body mesh (from original file) - Import in 3dsMax - Select and detach just the walls to create the new subset - Import in editor and assign the same material as original (tile_metal_04) The problem is "seams" appears :hmmm: Here a view in 3dsMax : https://dl.dropbox.com/u/8655607/seamview.jpg Here a view in editor after export without "optimized options" and reassign material other the first material in the list is used (floor_metal) Here a view after save/load the .gr2 https://dl.dropbox.com/u/8655607/seameditor.jpg Here a view in goblin of the same file ,you can see the material is good assigned :hmmm: But the seams are visible ... https://dl.dropbox.com/u/8655607/seamgoblin.jpg Return in 3dsmax and optimize the all mesh (welding the vertices) give the same result :shifty: Ok,ok... :hmmm: try to optimize just the walls (now in 3dsmax the all wall elements are selected with one clic) Import in editor and assign the good material : in editor is always black (other i need to add lighting),but in goblin ... https://dl.dropbox.com/u/8655607/seamafteropti.jpg :woot: Youpi ! :D Rest to find why in editor all is black ... try to delete just the opacity map on the wall subset (without change the other) and tada... https://dl.dropbox.com/u/8655607/final.jpg |
:salute: Hello
For errors when renaming meshes, it came from Net Framework that was not being updated :oops: |
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:salute: Hi TDW
I always say "If it works not by pushing, tries to "shoot" Heu ! pull " :D |
From Sobers thread:-
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Adding new GR2 ships is going to take some adjustments to the current test version.
But it's all looking good for the future I must say. :yeah: |
:salute: Hello
Yes,me i need just the ability to add or transform subsets into meshes (with a bone binding) :D Please.... |
There's still alot of problems with the Test version.
The biggest I see is obj import rules. They are to static as they are now and need to be dynamic. It requires alot of hand editing of files which most can't wrap thier heads around. Following the strict rules of the original obj format was given up long ago and not many programs stick to that. It's easy to code around the obj format so that nearly any version is allowed. That should be a must do right off. Odd error messages even on exporting need looked into. When deleteing a subset Goblin crashes and so on. I have no complaints mind you!! I asked TDW to allow me to try the test version. I fully intend to give him the best feed back I can and to break it if I can! If I can make errors show up? Everyone can. |
I want people to break it and find errors :yep: That's the whole purpose of test versions.
@Privateer: Can you tell me what the errors are you are having? I've never had Goblin crash when I deleted a subset from a mesh, can you tell what file/mesh you did this to? As far as the importer, I've coded it according to the OBJ file specification (how I interpreted it). If you see something that needs to be changed/updated/added by all means post away and let me know. Being that I'm the designer of this app I'm free to do whatever I want to it. I don't reference any outside DLLs or third party libraries (besides DirectX) for anything so I have no restrictions. |
The main problem with obj importing is common to older apps.
You are strick to the tags o and g in a demanded place. That was discarded a long time ago in most modern apps. I used 3DS Max 2008, Deep Exploration, and Misfit 3D to do test exports. None matched your demands for placement of the o and g commands. 3DS Max 2008 does not even recognize one command on import from a file exported with the Test version. Before a test Ship.GR2 can be done in any serious way that I'd consider a Workable Unit? We got work to do. |
Yes,me i have net framework errors ,but everything works fine :yep:, despite the errors :hmmm:
and I get errors, when adding materials to a mesh (with new subsets) :-? Privateer : Quote:
I have see that corrupt the file if the material is not deleted |
In the beginning I was 'fighting' only with the Granny file system, trying to learn how/why everything is as it is. Now I'm fighting two fronts - Granny and SH5/Goblin. Either the devs didn't understand the Granny system or they chose to implement these weird/wacky restrictions/implementations. I don't know which one but it's clearly evident that it's one or the other. Files that crash in Goblin/SH5 open perfectly in Granny Viewer - Granny Viewer is my ultimate test for whether the app corrupted the GR2 file or not. If it passes Granny Viewer then it's just a 'simple' matter of figuring out why Golbin/SH5 doesn't like it :shifty:
And to what BIGREG said, it's true. SH5/Goblin do not like a mesh material binding that isn't being used. If it's not referenced in the primary topology then you will get a crash. Granny Viewer could care less - here is that weird/wacky thing I was speaking about earlier. |
@BIGREG,
That could be the issue for the delete problem, Yes. That may be a needed adjustment in the code. We delete something? It follows through and deletes the unneeded stuff? |
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