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Author Topic: Rental Model IJN BB  (Read 84051 times)

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GilB57

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Re: Rental Model IJN BB
« Reply #132 on: November 05, 2011, 05:39:25 AM »

Hello Asheshouse !

Not sure about that...but I noticed that only 2 turrets (the Kongo) seem to have a correct response to light direction...
I suppose you know that "normals" are vectors linked to polygons (this is a french word and I'm not sure about english one ?).

For a closed polygonal object, normals MUST point outwards to show a correct illumination.
If normals point inwards, the light seem to come from the opposite... but the object looks strange (something like "inside-out")
If normals point inward AND outwards, well I don't know ... generally that means 2-sided polygons.

Difficult to traduce that in MAX language (the software generally used to model objects for IL2, no ?) because I myself use LIGHTWAVE... but this stuff should be worked (as smoothing groups) in the modeling tool.

The only thing that appears here, is that the 2 rear turrets of the Kongo are correct and the whole ship (as the Haruna) should be the same, I suppose...
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asheshouse

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Re: Rental Model IJN BB
« Reply #133 on: November 05, 2011, 06:20:13 AM »

In IL-2 models all polys are single sided and in the Object/Modify menus you can click on Show Normals to see which way the poly is facing.  --- Or in the Object Properties you can select Back Face Cull and the back face becomes transparent -- shows no texture -- like in the game engine.

Now I think when you create the UVW map, if the UVW Vertices are flipped or mirrored in the UVW Editor then the UVW Normal can be reversed relative to the object normals. I think this is when you see the wrong faces being illuminated by the sun in the game engine.

I'm not sure if this is correct. Also don't know how to show the UVW normal direction, or how to correct it if its wrong. In fact I dont properly understand anything I have written above  :D

Ashe
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SAS~Malone

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Re: Rental Model IJN BB
« Reply #134 on: November 05, 2011, 06:32:59 AM »

lol...:D
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.....taking fun seriously since 1968.....  8)

GilB57

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Re: Rental Model IJN BB
« Reply #135 on: November 05, 2011, 12:12:37 PM »

Quote
In fact I dont properly understand anything I have written above  :D

Same for me, I'm afraid  ::)

But the interesting stuff in the Kongo is that some parts are correct and other parts not. It may help to find the answer ... I expect  :-\
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western0221

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Re: Rental Model IJN BB
« Reply #136 on: November 07, 2011, 09:33:25 AM »

I want to make my Battleships better ones , and thanks your advises.

But GilB57 said points... I can't understand what to do.

IL-2 1946's graphic engine draws ship colors or shadows not completely, it doesn't have "Self Shadow" , etc.
GilB57... How is FMB date/time setting change - morning - daytime - evening?
or... How is rotating Kongo BB, heading South - North - West - East or between 45 degrees?
I often feel ship's colors strange at some sun positions or ship's heading in IL-2 1946. It may be a feature of 1946.
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GilB57

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Re: Rental Model IJN BB
« Reply #137 on: November 08, 2011, 07:44:36 AM »

Here you are :


The map is Khyushu Redko
Time 16:30
The ships are heading south (180°)
The Kongo is navigating left and the Haruna right.

Ships appear darker on the sunny side and turrets 3 & 4 of the Kongo are NOT consistent with the rest of ship...

It was tested on IL2 4.09m UP2.01 : all video settings to max.
(OpenGL mode with a Nvidia GEFORCE GTX 560Ti)
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asheshouse

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Re: Rental Model IJN BB
« Reply #138 on: November 08, 2011, 09:55:51 AM »

Try selecting part of the model.
Modify and Select all elements in the object.
Apply Unwrap UVW modifier.
Reset UVW's

Re-Export

I'm not sure if this will work so backup the original.

Ashe
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western0221

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Re: Rental Model IJN BB
« Reply #139 on: November 09, 2011, 10:05:50 AM »

I test the same map/time and direction.

The map is Khyushu Redko
Time 16:30
The ships are heading south (180°)
The Kongo is navigating left and the Haruna right.

My 1946 (4.10.1m) shows same as your screenshots.

And I change Kongo/Haruna direction , heading 270 (West) - to the Sun.
Then North starboardside is dark, and South portside is light.
Does this show that "Normal" direction is rotated 90deg?
I will check "Normal"s in 3ds Max and correct.
Thanks.
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western0221

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Re: Rental Model IJN BB
« Reply #140 on: November 11, 2011, 09:34:07 AM »

I use 3ds Max9 and Maraz Expoter.

Today, I edited other ship and exported, set in 1946 FMB.
Similar "Normal" problem, I found. At Sims DD.
https://www.mediafire.com/?7ufkkrbbaeag90a
(This URL is only 1 jpg file, mediafire errors rendering to direct link)

3rd,4th cannons and 2nd torpedo launcher have strange "Normal". 180deg rotated, I see.

These cannons and a launcher are at first heading to front.
I rotate 180deg around Z by 3ds Max, heading to rear.
Thier pivots are rotated 180deg with objects. It's in my plan.
And use Maraz Expoter, ".msh" are exported as heading to front, and in my_hier.him Attaching are written as rotated as their pivot like
Code: [Select]
[Head8]
Mesh Head8
Parent Hull1
Attaching -1.000000 0 0 0 -1.000000 0 0 0 1 -43.036011 0.001685 7.553020
CollisionObject c8h
This ".msh" are in 1946, like the screenshot.

Something wrong in my handling Max9?

So... Kongo/Haruna are 90deg rotated in Max9 by me from thier original direction.
Original ones are heading "Y minus".
Kongo/Haruna are different from Sims, I set Kongo/Haruna's Pivots "Align to world".
And Maraz Expoter wrote my_hier.him as
Attaching 1 0 0 0 1 0 0 0 1 ...

Admin Edit: western, i added your picture for easier referencing. :D
SAS~Malone
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gio963tto

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Re: Rental Model IJN BB
« Reply #141 on: November 11, 2011, 04:22:38 PM »

A possible esplication are a ligth effect on the UVmapping ,the 1 and 2 turret have a forecastle orientection the 3 and 4 turret have a opposite orientation , the sun ligth effect do the same late of the turret in the UVmapping , same esplication for the yorpedo launchers.

PS.: exscuse for the errors but my foxlingo not work.

GIO.   
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just champi

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Re: Rental Model IJN BB
« Reply #142 on: November 12, 2011, 01:31:12 AM »

Sometimes I have had some strange ilumination effects related to wrong normals (discarding bad smoothing). But it showed already in 3dsMax viewports before exporting.

Maybe you can try to add a "Edit Normals" modifier in 3dsMax to the offending turrets, and check if the normals look right. Forgive me if you already know, but just in case:
-inside the modifier, check "normals" option
-set an appropiate lenght for the normals to show more clearly without getting in the way
-check "show handle"
-and do some detective work...  ::)
you should find only blue normals, (normally, there are more than one normal grouped in every blue line) if you find some being yellow, that's a wrong one.
Try to break it, and reset the resulting ones, to have them right.
You can also play with the other options, like copy/paste, (from a similar normal facing the correct direction to a wrong one, for example) unify (normals in the same vertex), and manually moving the handles.
After that, you should collapse the stack to have the mesh fixed, as if you keep adding some modifier, the work you done fixing the normals is not there anymore (yep, very funny! ;D)
Hope it helps.
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asheshouse

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Re: Rental Model IJN BB
« Reply #143 on: November 12, 2011, 02:27:02 AM »

Have you tried "Re-Set UVW's"?
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