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Author Topic: Rental Model IJN BB  (Read 84019 times)

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asheshouse

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Re: Rental Model IJN BB
« Reply #144 on: November 12, 2011, 05:02:51 AM »

I have a similar problem on the hull of HMS Eagle



Lighting is from the left.
The shadows on the turrets and bridge structure appear correct.
The turrets were copied from a msh file imported for a forward facing turret, then rotated in hier.him.
The shadows for the turrets all appear ok.
Only problem is the hull.

Turrets and bridge use 32bit texture. (with alpha channel)
Hull uses 24bit texture (no alpha channel)
I think this may be the source of the problem but so far I have not found a fix.

Ashe
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western0221

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Re: Rental Model IJN BB
« Reply #145 on: November 12, 2011, 05:52:32 AM »

Now I recieved Maraz replying to my PM.

Quote
Hi, wrong light on object (i.e. wrong normals) and wrong orientation are usually due to the object having been rotated and the transform matrix not reset.

To solve this, you have to select the object and then, in the Tools menu on the right (the one with the hammer), "Reset Xform" then "Reset Selected".
Then, a good practice is collapsing the modifier stack (not strictly required, though).

Best way of rotating an object still is selecting all vertices and rotathin the vertices, this leave the transformation matrix (i.e. pivots) intact.

Bye
Maraz

I will try Kongo/Haruna "Reset Xform".
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asheshouse

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Re: Rental Model IJN BB
« Reply #146 on: November 12, 2011, 06:32:49 AM »

Thanks --- Its sorted  :)           -- and thanks again to Maraz

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western0221

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Re: Rental Model IJN BB
« Reply #147 on: November 12, 2011, 03:54:20 PM »

Only Haruna BB, I have corrected.


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western0221

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Re: Rental Model IJN BB
« Reply #148 on: November 13, 2011, 06:15:14 AM »

IJN Kongo BB Beta5
https://www.mediafire.com/?twg7ej3tawec7mt
Kongo BB /1944Early : 3D bug fix, texture bug fix
Haruna BB /1944Early : 3D bug fix
(*.ini are no changed from BETA4)

For 4.10.1m class files https://www.mediafire.com/?iuwgtrun5t8aa3j
For 4.09m class files https://www.mediafire.com/?p5r4m4aeobai83r
(class files are no changed from BETA4)

For 4.10.1m users, this Kongo Pack depends on ship's cannons sound MOD
https://www.sas1946.com/main/index.php/topic,18400.0.html
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asheshouse

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Re: Rental Model IJN BB
« Reply #149 on: November 13, 2011, 07:39:35 AM »

The Kongo model seems to have some railings displaced when viewed in FMB.
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western0221

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Re: Rental Model IJN BB
« Reply #150 on: November 13, 2011, 12:26:50 PM »

The Kongo model seems to have some railings displaced when viewed in FMB.

some railings ?
Where/Which rail ? I look around Kongo, but where I can't find.
Please show me.

Sometimes 3ds Max's "XForm reset" causes faces flip, Autodesk says.
Probably that railing is flipped when "XForm reset" , and looked transparent in 1946.

BTW,
Anchor chain's hole

This is fixed now.
containing Next BETA.
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asheshouse

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Re: Rental Model IJN BB
« Reply #151 on: November 13, 2011, 01:11:55 PM »

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GilB57

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Re: Rental Model IJN BB
« Reply #152 on: November 14, 2011, 01:27:01 AM »

Looks GREAT now  ;D
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magot

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Re: Rental Model IJN BB
« Reply #153 on: November 14, 2011, 06:16:22 AM »

Sometimes 3ds Max's "XForm reset" causes faces flip, Autodesk says.
Reset X-form is really need before export all objects. That true that more people in modding this is donĀ“t know or ignore it.
But this is basic.

Reset X-form you must do only without deep hierarchy in max scene. In opposite situation will be problem convert meshes to reset x-form.
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asheshouse

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Re: Rental Model IJN BB
« Reply #154 on: November 14, 2011, 07:25:04 AM »

That makes a lot of sense Magot.
I generally do not use hierarchy in my models now because using Maraz Exporter the hierarchy is setup in an external *.cfg file.

I do however create parent/child links between turrets and guns, so they can be cloned and moved.
I have noticed that the rotation of the gun is displaced when applying X-Form Reset, and has to be corrected. All unlinked objects seem to remain ok. However the pivot point rotation of all objects is reset to align with the world axis and has to be rotated back to the correct position. In my case this only affects turrets and guns.

Ashe
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magot

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Re: Rental Model IJN BB
« Reply #155 on: November 14, 2011, 09:13:58 AM »

That makes a lot of sense Magot.
I generally do not use hierarchy in my models now because using Maraz Exporter the hierarchy is setup in an external *.cfg file.

I do however create parent/child links between turrets and guns, so they can be cloned and moved.
I have noticed that the rotation of the gun is displaced when applying X-Form Reset, and has to be corrected. All unlinked objects seem to remain ok. However the pivot point rotation of all objects is reset to align with the world axis and has to be rotated back to the correct position. In my case this only affects turrets and guns.

Ashe

yes - exactly.
I use this before export with Maraz tool. All objects UNLINK, make all objects reset X-form in one time and after I build correct hierarchy for export tool. This must be same for Fatduck and DRJ tool.
Generally is problematic tool in max "Selec a Unifrom Scale". When is used this, older version of max like version9 have bad save inside memory real size and after used reset-xform can be this object re-scale to old. This bug can be show only sometimes not always.
When is re-scale object used vith poly or mesh edit tools, there is no problem
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