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01-25-20, 09:40 PM | #286 | |
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I have uploaded the two files, in case you want to check them yourself (you should already have the two obj meshes that they are based on): https://www.mediafire.com/file/null/...Masks.rar/file I don't know if it is intended, but in any case the numeric difference of the two files are are so small that in game nothing seems to change if I switch one file with the other. All in all: good job (be more aggressive)! P.S: what I like about this thread is that we move unconcerned from debating on the vegetation of a given eco-zone or on the snowfall in a certain corner of world to discussing hex numbers and triangles, and even more if you think that our attachments can vary from eye-candy screenshots to architectural pictures passing through maps, wireframe meshes and pieces of code lol PPS: a standalone version of the conversion scripts would be awesome as it would enable anyone to make its own changes to the SH5 map! Last edited by gap; 01-25-20 at 10:09 PM. |
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01-26-20, 05:57 PM | #287 |
Village Idiot
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All 3 obj files you sent me are slightly off in the Y axis from each other.
The fix I added only looks for a zero and replaces it with a fraction so small it does not show in Game. It does change the Z and X IF any are zero but those are skipped when conversion to RAW. |
01-26-20, 07:54 PM | #288 | |
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That's odd actually. I remember having checked them, making sure that their Y values were identical |
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02-01-20, 04:22 PM | #289 |
Village Idiot
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I stepped down as a Moderator at another forum to get back to some needed coding work.
I also connect with an old friend that codes and he is fascinated with the things I'm working on. So there looks to be big advances soon! Part of the reason I stepped down as a Moderator is I am working on a program for the Cannabis Industry. And I don't use the stuff! LOL! |
02-01-20, 05:54 PM | #290 |
Village Idiot
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One thing that has bothered me for a long time now.
Since we have a gray scale image to work with? How do We convert that to the RAW format? I'm doing some research to do a conversion like that now. Granted it would only have the details a grey scale map would have but would allow us to cut it down and modify it much faster! You'd never have to go In Game to get areas to modify. |
02-08-20, 01:14 PM | #291 |
Village Idiot
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Alpha 7 of the obj to RAW converter script is ready for testing.
Be sure to read the How to text file! This version cuts down manual steps needed and has a more elegant way to handle those nasty zero Y verts. http://www.mediafire.com/file/wd5gw9...RAW-A7.7z/file I will give you a heads up on an issue I came across. IF you export an obj file with the RAW to obj script, then try to reconvert to RAW from that file? It will not work! UNLESS! You take out the 2 lines, i=(i+1); You do that like this, //i=(i+1); I'll probably code for that issue as there is always someone that will complain. Last edited by Jeff-Groves; 02-08-20 at 01:24 PM. |
02-09-20, 12:02 PM | #292 |
Village Idiot
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Working on combining the different scripts into a single script now.
It will auto run on load and give you the option to choose a RAW or OBJ file. Once selected it will do it's job, save the file, then close with no other interaction needed. |
02-09-20, 08:45 PM | #293 |
Fastest Gun Around
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Absolutely amazing. Cannot wait to download it.
:K aleun_Applaud:
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There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
02-10-20, 12:27 PM | #294 |
Village Idiot
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I've added in some checks to be sure it's a valid RAW file or valid OBJ file.
Select a RAW file and it does it's job and saves the new OBJ file with the input file name. Same if you select the OBJ file. This will be the final stage before going to a stand alone program that does not require 010. It's much faster to prototype in 010 then a regular compiler. |
02-11-20, 12:52 PM | #295 |
Village Idiot
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Reducing the Vert textures and faces to a math formula now.
That reduces the size of the script. Also adding commands to save the final output RAW in a JSGME structure for easily testing in Game. You'll be able to turn that feature on or off as you wish. One thing I noted from gap's files is he saves faces in the poly mode. I save in a triangle mode. Not sure if that actually makes a difference? |
02-11-20, 02:03 PM | #296 |
Village Idiot
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I'm wondering if I should add an option to do the texture mapping to be a side view.
The reason for that would be to allow one to see the height as moved in a 3D program. I'm thinking to do a raw with a max height and a min height as per the numbers we have. Then UV a side view for further editing. 0 or Sea level would be a sand color. Each level change would be a color change. Now that would require a totally different routine for textures to be coded but I'm positive I can handle that. Again. It would be a selectable option. Last edited by Jeff-Groves; 02-11-20 at 05:21 PM. |
02-11-20, 05:48 PM | #297 | ||||||||
Navy Seal
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Hi Jeff, sorry for the late feed-back
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Is the current alpha fixing the issue? Quote:
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What do you mean? |
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02-11-20, 05:54 PM | #298 | |
Navy Seal
Join Date: Jan 2011
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02-11-20, 06:16 PM | #299 |
Village Idiot
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As I played with a few files I found the over head texture map useless.
A side view mapping is crazy easy to play with! We'd just do one and go from there as far as colors for levels. I also use a single plane object file for sea level. In Max I can turn it on and off. This Script is highly advanced! You run a simple .bat file I will provide and it goes automatic! All you do is select a few options. Select a RAW file? It checks to be sure it's the proper size and does the rest. Select an OBJ file? Same thing. It knows what to look for and does the rest. On OBJ to RAW? You have the option to have it save as a JSGME ready to go! All you do is move the final output. Unless you'd like the ability to save to the MODS folder in JSGME. I can do that. As far as the image file being encoded into the script then extracted on run? Yeah. I can do that if need be. I'd say just include that in the download and give good instructions on where to use it. The whole idea and script is to save you time. Last edited by Jeff-Groves; 02-11-20 at 06:28 PM. |
02-11-20, 07:28 PM | #300 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Tags |
enviromental mod, environment, terrain, trees, vegetation |
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