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Author Topic: Rental Model IJN BB  (Read 84044 times)

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western0221

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Re: Rental Model IJN BB
« Reply #72 on: August 13, 2011, 09:33:06 AM »

Thanks!

I make "Select and Link" Gun0 to Head0, Gun1 to Head1...
and use Maraz Expoter...

in my_hier.him little unfortunatelly
Code: [Select]
[Head0]
Mesh Head0
Parent Scene Root
Attaching 1 0 0 0 1 0 0 0 1 17.803095 0.012385 6.920706

[Gun0]
Mesh Gun0
Parent Head0_00
Attaching 1 0 0 0 0 -1.000000 0 1 0 -0.154390 -0.000000 0.331815
Gun0's "Parent" is with _00 ( I use Maraz's LOD by suffix number)
But it's very easy to correct by text editor.
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western0221

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Re: Rental Model IJN BB
« Reply #73 on: August 13, 2011, 01:05:01 PM »

By the way, I meet Maraz's Expoter bug :(

Some Head0.msh error in IL-2 1946,
INTERNAL ERROR: VertexData: Data in in section [Vertices_Frame0] are corrupted (v:320)

In Max, this Head0 object isn't so complicated, simple one.
I've gone "Bypass" by Buggy Buggy Expoter.

I sent a PM about this to Maraz by AAS's PM system,
will Maraz read my PM??
If someone meet Maraz on diavolirossi.net, please tell this bug report on AAS PM.
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asheshouse

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Re: Rental Model IJN BB
« Reply #74 on: August 13, 2011, 01:46:30 PM »

Its worth contacting Maraz to see if he has an updated version of the exporter, however I have used it for all of the export work on HMS Fiji and Caio Duilio.

Occasionally I had errors but I think always because there was a problem with the mesh which needed to be corrected in Max. Check that all planes have materials applied, that vertex are welded at junctions and that smoothing groups are applied and that all normals point in the correct direction. (outwards)

Has the underside of the turret got a material applied?

I last had contact with him through 242 Squadron http://www.242sqn.com/index.php
I don't think he will be seen on AAS
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western0221

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Re: Rental Model IJN BB
« Reply #75 on: August 19, 2011, 03:05:04 AM »

Mr. Maraz read my PM in AAS.

By the way, I find Maraz's or other exporter's LOD writing is different from Daidalos's ships.
Ships are much larger than Airplanes. So thier LODs have different parameters of Airplanes.

At Maraz's expoter: LOD setting is like this...
in .CFG text file
Code: [Select]
n_lods 3
lod_dist 200 500 2000
lod_type s
lod_prefix _00 _01 _02
then exported .msh is here
Code: [Select]
[LOD]
200
500
2000

[FaceGroups]
3174 1289
0 0 3174 0 1289 0

[Vertices_Frame0]
.
[MaterialMapping]
.
[Faces]
.
[LOD1_***]
.
[LOD2_***]
.
eof
Then in 1946 game, this ship is un-seen at distance 2000m.
But daidalos's default ships are never un-seen how long.

I check default ship's hull .msh what about LODs.
Code: [Select]
[LOD]
200
500

[FaceGroups]
3174 1289
0 0 3174 0 1289 0

[Vertices_Frame0]
.
[MaterialMapping]
.
[Faces]
.
[LOD1_***]
.
[LOD2_***]
.
eof
So, at first "LOD" section , only 2 parameter are written.
real mesh data is LOD0,1,2 = 3 meshes.
This... in 1946 game... this ship is seen where ever.

I see.
We have to erase [LOD] section's last meter parameter.
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asheshouse

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Re: Rental Model IJN BB
« Reply #76 on: August 19, 2011, 03:50:10 AM »

I set my Lods according to size of warship.
For capital ships

[LOD]
250
500
1125
2250
4500
9000

Only for Hull and larger superstructure parts. This reduces Pop Up effects
For small parts reduce the number of LODs so that they "disappear" soon after they become only a dot.



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western0221

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Re: Rental Model IJN BB
« Reply #77 on: August 28, 2011, 10:17:17 AM »

I check thin point.

Visual Bug --  The smoothing groups for Hull3 seem to be wrong. The deck needs to be in a different smoothing group to the hull.

But I can't find where the bug is....
Only Hull"3"?
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western0221

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Re: Rental Model IJN BB
« Reply #78 on: August 29, 2011, 04:45:28 PM »

I may find it.

I check thin point.

Visual Bug --  The smoothing groups for Hull3 seem to be wrong. The deck needs to be in a different smoothing group to the hull.

But I can't find where the bug is....
Only Hull"3"?


https://www.mediafire.com/imgbnc.php/d79bae09ac2e3235c77424066e383a409e22cd6638fac8c7543105e70219e8bf6g.jpg


Hull3's left side ...
Umm but in Max, here Hull3 object has no problem.

I will check all objects.
Or Hier.him problem?
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western0221

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Re: Rental Model IJN BB
« Reply #79 on: August 29, 2011, 09:38:35 PM »

I check my Max model and original model.

This left side buldge is intentionally created.
I seem... it is storage of derrick , for airplane.
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western0221

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Re: Rental Model IJN BB
« Reply #80 on: September 02, 2011, 01:03:23 PM »

How to "tiling" a texture in IL-2 1946?

like... Daidalos's IJN Shokaku CV's "FloorM1".

In Max's Material Editor Panel,
I have done "tiling" FloorM1.tga to 1024x1024.
rendering by Max, looking well.
But it is only in Max's behavier.
In 1946, FloorM1.tga is very expanded.

I think... if I do in 1946, write ".mat" text file right to tile.
I see Shokaku's "FloorM1.mat" , but only tfMipMap=1, nothing different other main .mat.
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asheshouse

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Re: Rental Model IJN BB
« Reply #81 on: September 02, 2011, 01:39:41 PM »

Are you using Maraz Exporter?
I find that FatDuck Exporter does not recognise smoothing groups.
To work around with FatDuck (example) -- Select Hull Object, Select Deck, Detach and Attach again.
This makes the deck a separate element in the Hull object.

Its not necessary to do this with Maraz Exporter.

Tiling of textures is done in Max.
No special text entries required in *.mat file.

HMS Warspite uses Deck1.tga tiled texture for wood decks.
This is 64x64 Indexed Colour (5KB)
1024x1024 is probably much bigger texture size than you need.
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western0221

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Re: Rental Model IJN BB
« Reply #82 on: September 02, 2011, 02:13:46 PM »

Now I use Maraz Expoter.
I will check again Hull3's smoothing group.

BTW, about Tiling.
I use Material Editor's this "Tiling" parameter.

In Max's rendering or UV Unwrap sample picture, this tiling works well.
But this isn't work into 1946, I look.

Do I have to Set Tiling another area in Max?
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just champi

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Re: Rental Model IJN BB
« Reply #83 on: September 02, 2011, 05:14:20 PM »

Hi, western0221,
the tile settings you show in your image, affects the texture (FloorM1.tga) that is used in your material (FloorM1).
When you render the scene in 3dsMax with this material applied to your mesh, (the floor of Rental model) it shows the tiling you've set in the parameters of the texture, as you said.

But settings in material editor of Max doesn't apply to IL2 engine. And, if you change the material for another one with no tiling in the texture, obviously, no tiling will be shown when you render the scene again.
What you need instead, to make it show properly in game, is to edit the mapping of your object (the FloorM1 of the Rental model) as to "carry" the tiling within itself, so, if you apply a texture to it, his surface will show a tiling effect, ever.

For this, you need to apply an UVWmap modifier (from the list on the right panel) with a Planar projection, the one by default. (I'm assuming that FloorM1 is a planar mesh surface)
Choose the correct axe for the projection and use the Fit and Center commands in the panel rollout as a starting point for the correct alignament of the texture.

In the tiling parameters for the U and V coordinates enter the number of tiles you want for the texture. (these two parameters here, are the ones about you asked)
If you need to tweak the position of the texture in the mesh, select the Gizmo level under the UVWmap modifier and then you can select the gizmo to move, rotate or scale the placement of the texture as needed. There's a couple more of options that you can mess around but with this basic ones I think you'll have enough for this matter.
When you're done with the edits, just collapse the stack to an editable mesh (if you think that not more edits will be necessary later on), or put an Edit mesh modifier at the top of the stack to be able to  export the mesh if you still need to make a few tweaks or rework something.

hope it helps, beautiful model by the way... :)
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