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Author Topic: Rental Model IJN BB  (Read 84040 times)

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western0221

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Re: Rental Model IJN BB
« Reply #108 on: October 20, 2011, 07:14:24 AM »

I sent a PM to Maraz at 242sqd.

Today's exporting problem sample is here (only 1 object, light zip) https://www.mediafire.com/?f31wedb9otjoggl
Object "NGon1_00" is made by... Create - Shape - NGon - "16Gon" --- Modifire - Parametric Deformer - Shell --- rename with "_00" --- use material.
only this.
My Max9 freezes at exporting this object.
Someone has a hint to avoid this.
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western0221

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Re: Rental Model IJN BB
« Reply #109 on: October 20, 2011, 07:44:03 AM »

At floating Kongo in FMB, error log shows:

INTERNAL ERROR: Hierarchy: Too many nodes (261)
WARNING: object '3do/Ships/IJNKongoBB44Early/Hier.him' of class 'HIM' not loaded

Oh... Hier.him has only 255 nodes!?
I devided objects too much (to avoid 1 part polygon limit).
I know 255 limit of ships.ini's PartXX, but Hier.him...
I shall atach some objects into 1, be careful not to over polygon limit.
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asheshouse

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Re: Rental Model IJN BB
« Reply #110 on: October 20, 2011, 08:03:11 AM »

I have tried various things but cannot export an object which is created from NGon.
I even isolated a single polygon from the object and tried to export that --- result -- crash.

I guess I will avoid using these objects. So far I've found no need to.
Maybe the problem will occur with any object created from a spline?

The base model does seem rather too large to use in IL2.
Even if you can import it what FPS do you expect to get when  it is in view?

Normal stock BB's    15000 to 20000 polys, here you have over 160000 (equivalent to 10 BB's)

Ashe


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western0221

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Re: Rental Model IJN BB
« Reply #111 on: October 20, 2011, 11:48:17 AM »

From Maraz, advising PM recieved to me.

About this...

I sent a PM to Maraz at 242sqd.

Today's exporting problem sample is here (only 1 object, light zip) https://www.mediafire.com/?f31wedb9otjoggl
Object "NGon1_00" is made by... Create - Shape - NGon - "16Gon" --- Modifire - Parametric Deformer - Shell --- rename with "_00" --- use material.
only this.
My Max9 freezes at exporting this object.
Someone has a hint to avoid this.

NGon1_00 has no texture map. This occures freezing.
1946's .msh needs texture map.
And when we use "Box" or "Cylinder" , Max makes texture map automatically UV0-1, and able to export straight.
In up's bug sample .max, once I do UVW Unwrap to NGon1_00, Maraz expoter works well. I see.
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western0221

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Re: Rental Model IJN BB
« Reply #112 on: October 21, 2011, 05:36:50 AM »

IJN Kongo BB 1944Early BETA1
https://www.mediafire.com/?2sbgji6wvkswwhx

Newest ShipWes class files here
4.10.1m https://www.mediafire.com/?8eaxf7lblmtp634
4.09m https://www.mediafire.com/?7f21s30oo5qa036

And for 4.10.1m users, Kongo needs (depends on) ship's cannons sound MOD
https://www.sas1946.com/main/index.php/topic,18400.0.html



This BETA1 has many problems.
One of them... I want to use "2-sides material" at Hull.tga/Hull_dmg.tga/Structures.tga/Structures_dmg.tga.
I write "tfDoubleSide 1" in several *.mat files' [General] area.
So full codes of Hull.mat is...
Code: [Select]
[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide 1
  tfShouldSort 0
  tfDropShadow 0
  tfGameTimer 1
  tfDepthOffset 1
[LightParams]
  Ambient 1.0
  Diffuse 1.0
  Specular 0.0
  SpecularPow 0
  Shine 0.0
[Layer0]
  TextureName Hull.tga
  PaletteName
  Frame 0.0
  VisibleDistanceNear 0.0
  VisibleDistanceFar 10000.0
  TextureCoordScale 0.0 0.0 1.0 1.0
  ColorScale 1.0 1.0 1.0 1.0
  AlphaTestVal 0.0
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 0
  tfBlend 1
  tfBlendAdd 0
  tfTestA 1
  tfTestZ 1
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 0
  tfNoWriteZ 0
  tfDepthOffset 0
  tfTranspBorder 0
  tfTestZEqual 0
But in IL-2 1946, Hull or Structures doesn't have 2-sides materials.
I look at Structures from rear, they are transparent(this is 1-side material polygon's reverse side looking).
How to use 2-sides materials?
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asheshouse

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Re: Rental Model IJN BB
« Reply #113 on: October 21, 2011, 06:01:59 AM »

Congratulations on getting it working in IL-2.  :)

I am delighted to discover that even with the battleship in full view I still get fps 65 on my mid level system. By comparison KGV gives fps 62. I recall in another thread someone saying that texture size was more critical to fps than poly count. Maybe this explains it?  This is easily the most beautiful ship model in the game. The level of detail is outstanding.  ;D

I think the easiest way to overcome the two-sided problem would be to copy the parts in Max then flip the normals of the copied polys.  Then re-export.

Ashe
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western0221

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Re: Rental Model IJN BB
« Reply #114 on: October 21, 2011, 12:17:08 PM »

I think the same way...

I think the easiest way to overcome the two-sided problem would be to copy the parts in Max then flip the normals of the copied polys.  Then re-export.

But it increases polygons... now still too much...
Finally I will do this.

And next problem.
Deck skin color is too dark only at Hull1 nose

At texture tga, same deck wooden color Hull.tga and Deck.tga.
Only Hull1.msh's nose deck, it's dark.
The same texture hull.tga is used in Hull3.msh, Hull3's tail deck is light.
Why?
I think that I forget "Hidden" Hull1_dmg? No, Hull1_dmg is Hidden, and side hulls are not damaged.
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asheshouse

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Re: Rental Model IJN BB
« Reply #115 on: October 21, 2011, 01:02:37 PM »

Attach MidDeck1 to Hull1

Check the smoothing groups.

Change the front part of the deck from Group 1 to Group2

Now looks ok in Max

Re-export

Note: MidDeck2 could be attached to Hull2 snd MidDeck3 could be attached to Hull3.

Edits required to hier.him and ships.ini

I also notice that there is a minor error in the UVW Mapping of the line of the Red anti fouling paint and the upper grey paint. Looking directly onto the bow or stern the left side does not exactly match the right side and there are a few polys on the bow and stern where the red paint comes up too high.
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western0221

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Re: Rental Model IJN BB
« Reply #116 on: October 22, 2011, 05:39:14 AM »

Kongo BB BETA2 https://www.mediafire.com/?zpl62rkgbe1aqul

ashehouse said points are fixed.
Hull1's smoothing group edited, and some texture tga edited. Thanks your advise.
And a gun parameter in ships.ini has a bug, fixed.
Cannons 3D tweak.

class files and other ini files, nothing change.
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HundertzehnGustav

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Re: Rental Model IJN BB
« Reply #117 on: October 22, 2011, 07:28:45 AM »

thank you asheshouse for helping western.
thank you western for this awesome Battleship.
two very detirmined and focussed pro´s at work.
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SAS~Malone

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Re: Rental Model IJN BB
« Reply #118 on: October 22, 2011, 10:24:53 AM »

yes, great to see the results of some good teamwork! :D
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asheshouse

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Re: Rental Model IJN BB
« Reply #119 on: October 22, 2011, 11:05:28 AM »

Comment - I have noticed that the smoothing groups are wrong on the roofs of the main turrets. Most of it is in Group2 but the small steps between the plates should be Group3 I think.

I cant believe that this level of detail has become noticeable  :D
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