BUG ?
I got his dark screeen when trying to view the 3D model of my KD3 :
http://img79.imageshack.us/img79/1414/darks3dvl1.jpg http://img79.imageshack.us/img79/dar...pg/1/w1680.png is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ? http://img234.imageshack.us/img234/8025/kd3darknl5.jpg http://img234.imageshack.us/img234/k...pg/1/w1677.png apart from that I love it, I'd just wanna see the real SDK they use to see if it's that good ! btw I read that you're working on the animations, good cause I'm bad at them ! keltos |
Try the brightness/contrast slider, it remembers the last setting it was on.
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2. The game uses different render modes/stages for many things. I can not mimmick the entire game and as such I only implemented 2 shaders. As a result, you lack certain light sources in specific cases and passes (sun, misc lights, interior lights) that could brighten up the model in game, but doesn't in S3D. Therefor I added the B/C sliders. It also depends on the diffuse color applied to the material. Having a light grey to white color brightens up the model, while a dark grey will darken it (but it will also ingame). |
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But I take it one still needs to do the Animation and import it with a different Application? Or are you saying We can edit the animation itself? The timeing of an existing animation being changed is of little value in the long run. |
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as for the completely dark screen, might be a memory problem at the time : I had a lot of programs open at the same time (3DS, photoshop, S3D) keltos ps if anyone find which file(s) say how many tube lights to add to the firing pannel please tell us ! |
In previous versions, the brightness reset with every new file opened, the current one leaves it as last set since without textures on, you usually end up dragging it a little darker to see the model better.
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You can tone down the diffuse color for untextured view (in options dialog). When diffuse texture is off, it uses a simple single colored texture in it's place based on this color setting. It was full white in the initial model viewer release (which used a simpler shader), but I have left it unchanged...
Note that the material diffuse color is also blended with this global diffuse color, when the diffuse texture is off. |
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Or and old video: http://sh4.skwas.net/temp/wimpel3.wmv |
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If i import an exported (former exported from s3d) *.obj from Cinema 4D i get: "The file " has no Materials" even i have a material assigned If import the the same file with Riptide-Plugin exported (which only creates a valid *.mtl) from Cinema 4D i get: "InvalidArgument = Value 0 for SelectIndex is invalid. ParameterName: SelectIndex" :( Ideas? |
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May be your models are very big for S3D viewer ...? |
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Yeah, Skwasjer ... plz, delete suffix (material ID) from material name ... it's not usefull ... :yep:
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tube selector
right I think we found the selector for the 6 tubes in Data\menu\menu_1024_768
here's part of it : [G28 I19] Name=Tube VI sel Type=1031;Stat bmp array ItemID=0x28010016 ParentID=0x28010000 Pos=45.9999,-75,43,43 Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010016 0 0 0 0 Materials=3 Display=0;No stretch Mat 0=data/menu/gui/Periscope.tga Crop 0=0.426758,0.768555,1,1 Mat 1=data/menu/gui/Periscope.tga Crop 1=0.426758,0.813477,1,1 Mat 2=data/menu/gui/Periscope.tga Crop 2=0.426758,0.857422,1,1 MatFlags=0x21 TexFmt=0x0 Drag=false BmpState=0 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G28 I20] Name=Tube VI Type=1031;Stat bmp array ItemID=0x28010006 ParentID=0x28010000 Pos=45.9999,-75,43,43 Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010006 0 0 0 0 Materials=3 Display=0;No stretch Mat 0=data/menu/gui/Periscope.tga Crop 0=0.383789,0.768555,1,1 Mat 1=data/menu/gui/Periscope.tga Crop 1=0.383789,0.8125,1,1 Mat 2=data/menu/gui/Periscope.tga Crop 2=0.383789,0.855469,1,1 MatFlags=0x21 TexFmt=0x0 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ... is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) - keltos |
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Also, alot of the menu item id's are hardcoded into the game, but not all. |
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First material, external texture, and label: cfg#TXR_NBB_Colorado. S3D generates mtl name: NBB_Colorado_f4ece1abbd4447e5 Second material is identical, external texture, and label: cfg#TXR_NBB_Colorado. S3D generates mtl name: NBB_Colorado_f4ece1a7bd4453a5 The only way to seperate them is by id. There are more examples where people don't specify a label-chunk (in which case the texture name is used for mtl name, but the texture may also be shared by other materials!!), which works fine in game, but causes problem for export/import. S3D also compares the id upon import, and if this matches then all is ok even though the 'readable' names are the same. Anyway, his problem was related to a missing mtllib command in the obj-file, and not caused by S3D. |
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