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Old 05-30-12, 01:49 AM   #1366
BIGREG
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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 ...
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Old 05-30-12, 09:02 PM   #1367
Tomi_099
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Check this Please !!

Quote:
Originally Posted by BIGREG View Post
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 ...
---------------------------------


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.
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Old 05-30-12, 09:49 PM   #1368
TheDarkWraith
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Quote:
Originally Posted by Tomi_099 View Post
---------------------------------


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.
This knife?


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
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Old 05-31-12, 01:29 AM   #1369
BIGREG
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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
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Last edited by BIGREG; 05-31-12 at 12:29 PM.
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Old 05-31-12, 12:37 PM   #1370
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
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
It's quite possible that I have a bug or two that I still need to work out in the new code. I'll look into it tonight when I get back into my hotel room
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Old 05-31-12, 03:08 PM   #1371
Tomi_099
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Quote:
Originally Posted by TheDarkWraith View Post
It's quite possible that I have a bug or two that I still need to work out in the new code. I'll look into it tonight when I get back into my hotel room
-------------------------

Thanks !!

Maybe can help this !!


http://developer.nvidia.com/content/...shader-editing

http://developer.nvidia.com/nvidia-n...studio-edition
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Last edited by Tomi_099; 05-31-12 at 03:23 PM.
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Old 05-31-12, 03:55 PM   #1372
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
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

What kind of import (strict or loose)?

With 3DsMax nothing to do ,impossible, to change the allocation of material on the faces

Don't understand Are you saying problem with app or problem with 3DsMax?

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

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?
See above in yellow.

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.
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Old 05-31-12, 04:56 PM   #1373
BIGREG
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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
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Old 05-31-12, 06:15 PM   #1374
EgoApocalypse
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keep up the good work guys.

( Just a little hello )
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Old 05-31-12, 07:44 PM   #1375
Tomi_099
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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

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Last edited by Tomi_099; 05-31-12 at 08:46 PM.
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Old 05-31-12, 09:27 PM   #1376
TheDarkWraith
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Quote:
Originally Posted by Tomi_099 View Post


The table and the knives were taken but no textures.
whether TGA / DDS / or JPG

If you imported UVs for the table and knives then it should show with the texture specified for the main object (I'm assuming your table and knife were added to an existing subset?). Trying turning Self-Illumination off in the rendering tab and see what happens. Then re-enable self-illumination and disable diffuse and see what happens.

I'm not sure, but 3D Max leaves at the MTL not specified on the textures

BIGREG is able to export from 3DsMax with MTL entries and a MTL file

First i have this problem
then i exportit with this option !
...??? I just noticed that there is (Faces) QUADS .That mast be TRIAGLES wright.
Oops ..!
Import was succes !!

If the numer of vertices has changed from the original then you cannot do a strict import. You have to do a loose import. Trying to do a strict import with the number of vertices not equalling the original will result in the error you received.

Hallo TheDarkWraith you conteyn UVW from 3D-Max in your GR2 Editor ???

I'm not familiar with 3DsMax UVW files. The app currently is only able to read/write GR2, OBJ, and MTL files.
See above in yellow.
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Old 06-01-12, 01:42 AM   #1377
BIGREG
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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)
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Last edited by BIGREG; 06-01-12 at 01:57 AM.
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Old 06-01-12, 02:49 AM   #1378
BIGREG
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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


....
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Last edited by BIGREG; 06-01-12 at 03:33 AM.
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Old 06-01-12, 03:44 AM   #1379
THE_MASK
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Lights cfg
http://www.subsim.com/radioroom/down...o=file&id=3550
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Old 06-01-12, 04:20 AM   #1380
BIGREG
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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
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Last edited by BIGREG; 06-01-12 at 12:27 PM.
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