SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-30-12, 01:49 AM | #1366 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi
Good luck TDW , I'll continue to learn and test the use of AO I'll try to compile all the data (textures and UVW) into one. "OBJ" with 3DsMax To see, I just need to add the AO for each texture, and redo the UVW Yesterday I tried to add a "self illumination", it adds me a map "Ke" in Mtl ...
__________________
~~~~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 |
05-30-12, 09:02 PM | #1367 | |
The Old Man
Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
Check this Please !!
Quote:
http://www.gamefront.com/files/21773...Body_table.rar The CT_Body_table is the original table in the room CT.GR2. this table I wanted to import as knife ( Knifel) and failed. |
|
05-30-12, 09:49 PM | #1368 | |
Black Magic
|
Quote:
I'm sending you revised version (I had an error in one I sent you) Since your OBJ file has no normal data ensure you uncheck import normal data or the app will throw an error |
|
05-31-12, 01:29 AM | #1369 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi
Repport Version 1.1.193.1 Wings3D : All is OK (Just the mesh are not more optimized=more vertices) 3DsMax : Hum that seem when importing ,that the AO map replace the diffuse, i have make test : import with AO (to have the same vertice) and after without and i have this error : Edit: Like I said, version 1.1.186.1 had the advantage of having the optimized meshes, even with 3DSMax. Which for me personnaly is appreciable, and for those with small configurations (computers) Re-edit : For the AO error with 3DsMax,It was not a mistake of the editor , but from me I had not deselect the mesh (forgot to check the option Selected: texture) I have found a little bug ,when importing the all AO seem to be altered , but when you disable the UI view ( Edit->option->show UI) everything returns to normal With 3DsMax nothing to do ,impossible, to change the allocation of material on the faces A very good news ,i have try to tesselate the mesh ,and that work great this means that we can add faces still a little bug with the AO I think export / import a mesh without modification creates a problem of light (dark on certain angle of view), I tried several render with 3dsmax, but I found nothing conclusive so far
__________________
~~~~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; 05-31-12 at 12:29 PM. |
05-31-12, 12:37 PM | #1370 | |
Black Magic
|
Quote:
|
|
05-31-12, 03:08 PM | #1371 | |
The Old Man
Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
Quote:
Thanks !! Maybe can help this !! http://developer.nvidia.com/content/...shader-editing http://developer.nvidia.com/nvidia-n...studio-edition Last edited by Tomi_099; 05-31-12 at 03:23 PM. |
|
05-31-12, 03:55 PM | #1372 | |
Black Magic
|
Quote:
If you can send me the files you were working with and what you were doing I'll try to recreate the problem. I need to see the problem in order to figure out what's going on. |
|
05-31-12, 04:56 PM | #1373 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
What kind of import (strict or loose)? - Loose Don't understand Are you saying problem with app or problem with 3DsMax? - i think in editor ,when i open the file with wings all is good What kind of import (strict or loose)? What happens if you don't import normals? What happens if you don't import AO? What happens if you don't import AO and normals? - i have try in loose (the strict mod don't work,vertice error) i have try with and without AO(darkside),but i have not try without normal
__________________
~~~~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 |
05-31-12, 06:15 PM | #1374 |
Lieutenant
Join Date: Jun 2008
Location: The system might fail you. But dont fail youself...................
Posts: 252
Downloads: 36
Uploads: 0
|
keep up the good work guys.
( Just a little hello ) |
05-31-12, 07:44 PM | #1375 |
The Old Man
Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
SUCCES ...BUT !!!
The table and the knives were taken but no textures. whether TGA / DDS / or JPG By tomi_099 I'm not sure, but 3D Max leaves at the MTL not specified on the textures MY MAX EXPORT MTL By tomi_099 .ORGINAL MTL By tomi_099 First i have this problem By tomi_099 then i exportit with this option ! [IMG] By tomi_099[/IMG] ...??? I just noticed that there is (Faces) QUADS .That mast be TRIAGLES wright. Oops ..! Import was succes !! By tomi_099 Hallo TheDarkWraith you conteyn UVW from 3D-Max in your GR2 Editor ??? I had the original 2texturen on the table with ID1, and a texture for the knife, with the ID 2 All were reproduced on two 1Textur. This means that the table and the knife are on 1 image with a UVW ---> You see the yellow color in the texture is of the knife and the green table<-- Uploaded with ImageShack.us ################################################## ############# AMBIENT OCCLUSION ( AO ) By tomi_099 . By tomi_099 .. By tomi_099 My FILES Last edited by Tomi_099; 05-31-12 at 08:46 PM. |
05-31-12, 09:27 PM | #1376 | |
Black Magic
|
Quote:
|
|
06-01-12, 01:42 AM | #1377 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi all
Quick question for everyone I just tried to find the problem of light in the conning tower. But it seems that is an original problem , after a try with the original files, I have this: So if someone could tell me if, at his home it did the same thing (no mods installed and stand in front of the attack periscope)
__________________
~~~~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; 06-01-12 at 01:57 AM. |
06-01-12, 02:49 AM | #1378 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Ok ,i have found the problem Oh ! My god !
This problem of shadows came, when I load a backup recorded in the port, inside the bunker ! So the problem was not from AO or normals in the conning tower in it even But,How the light is used in the bunker ! Amazing ! Edit : So this is what I was saying that the light outside, influenced the inside of the submarine., It will really find a solution for the lights (adds / controls / modifications) @Tomy : Use "MentalRay" in the render setup->common->assign renderer and save the AO as DXT1 or DXT5 without alpha ....
__________________
~~~~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; 06-01-12 at 03:33 AM. |
06-01-12, 03:44 AM | #1379 |
Ace of the deep .
|
|
06-01-12, 04:20 AM | #1380 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Thank Sober
I know there are ways to change the light via the file lights.cfg But What i mean is the possibility of adding some lights on bones and can control them : keyboard keys or the status (good/bad) or by time (day/night) or action (alarm/silence) Edit : i have found this plugin for 3DsMax to manage the UVW and textures : http://www.renderhjs.net/textools/ Re edit : I have see a problem in the AO mtl file for the table in the conning tower -Ok- -Not Good- Original Exported from editor : newmtl conning_tower_room_01_subset0 Ns 2.000000000 Ka 0.588000000 0.588000000 0.588000000 Kd 0.588000000 0.588000000 0.588000000 Ks 0.900000000 0.900000000 0.900000000 Ke 0.000000000 0.000000000 0.000000000 map_Ka conning_tower_room_01.Jpg map_Kd conning_tower_room_01.Jpg map_Ks conning_tower_room_01.Jpg map_bump tile_metal_03_N.Jpg bump tile_metal_03_N.Jpg # Exported from Wings 3D 1.4.1.2012-05-09---20-11.mlab newmtl conning_tower_room_01_subset0 Ns 100.0 ???? no the same value d 1.0 ???? illum 2 ???? Kd 0.588 0.588 0.588 Ka 0.588 0.588 0.588 Ks 0.9 0.9 0.9 Ke 0.0 0.0 0.0 map_Ka conning_tower_room_01.Jpg map_Kd conning_tower_room_01.Jpg newmtl default ????? Ns 100.0 d 1.0 illum 2 Kd 0.7898538076923077 0.8133333333333334 0.6940444444444445 Ka 0.7898538076923077 0.8133333333333334 0.6940444444444445 Ks 1.0 1.0 1.0 Ke 0.0 0.0 0.0 # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created: 01.06.2012 18:44:33 newmtl conning_tower_room_01_subset0 Ns 2.000000000 Ni 1.500000000 d 1.000000000 Tr 0.000000000 ????? Tf 1.000000000 1.000000000 1.000000000 ????? illum 2 Ka 0.588000000 0.588000000 0.588000000 Kd 0.588000000 0.588000000 0.588000000 Ks 0.899999976 0.899999976 0.899999976 Ke 0.000000000 0.000000000 0.000000000 map_Ka maps\conning_tower_room_01.Jpg map_Kd maps\conning_tower_room_01.Jpg map_Ks maps\conning_tower_room_01.Jpg map_bump -bm 0.020000000 maps\tile_metal_03_N.Jpg bump -bm 0.020000000 maps\tile_metal_03_N.Jpg @TDW I think normally the "self illumination", should have the suffix "Ke"? remains to be seen how to export the 2 UVW in the same .OBJ and it will be much easier for modifications (since, we must modify the two meshes at the same time. and it is not easy and the double work) and normally the ambient occlusion, don't have alpha chanel !?! For the AO mtl ,we need just one material : map_K"e" conning_tower_room_01.Jpg
__________________
~~~~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; 06-01-12 at 12:27 PM. |
|
|