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Author Topic: msh Binary format  (Read 109518 times)

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western0221

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Re: msh Binary format
« Reply #552 on: December 23, 2015, 06:29:18 AM »

Today's my problem is solved by my hand editing the text.

In one msh file, "LOD1_Materials" entry is written twice in continuous like
Code: [Select]
[LOD1_Materials]
Gloss1D0o

[LOD1_Materials]
Gloss1D0o

[LOD1_FaceGroups]
1717 1994
0 0 1717 0 1994 0

[LOD1_Vertices_Frame0]
-0.05974307 4.795184 -0.24844 -0.00795509 -0.007127435 -0.0143339

Only it. I fixed it easily after finding. 8)
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western0221

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Re: msh Binary format
« Reply #553 on: December 23, 2015, 09:45:56 AM »

If someone succeed importing FBX file created by Stainless's tool 1_0_0_51 into 3dsMax 2012 , please tell me your good preset or system setup.

FBX importer's preset and statistics information is here.

Autodesk says, today's importer works full-automatic conversion about axis is Y-up or Z-up.
No option button to force it.

But the result looks not converted the axis, Y-up (or Y-down?).

I have to solve the problem on max2012.
Some idea?

In fact, I'm not good at max2012.
Only modeling objects for IL-2 1946, almost the functions I want to do are enough ready at max9 and that is light , good performance on low spec PC. And I'm used to its user interface.
But max9 is an old application and its working memory or calculation space are small. In using FBX importer to import the FBX file of some aircrafts of IL-2 1946 mods created by Stainless's tool, FBX importer always crashes with full objects (LODs and shadows, hooks). Only main mesh FBX, max9's FBX importer succeeds. But it doesn't  help re-modeling mods.
It is the reason I'm forced to move to max2012. But max2012 doesn't work as I want....  :-|
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just champi

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Re: msh Binary format
« Reply #554 on: December 23, 2015, 11:27:52 AM »

Hi Western, I've got the same result than you.
I haven't found a way to change Y-up before importing the file, seems it is predetermined.
Check Maps properties in the imported materials. Find alpha source parameter for the PNG's wich is set by default to RGB intensity and change it to None(opaque) otherwise model look too bright and shiny, and colors look like too pale, and unrealistic.
 
To fix the orientation:

   --If there is a __ROOT__ object in the scene, or similar, to wich all the other objects are linked, just select __ROOT__ object and rotate with Angle Snap on (A shortcut) in 90 degrees steps, -or 10 degrees if it's more easy- till it faces the orientation you want. (you can set the rotation steps clicking with right mouse button in the icon for Angles snap)
All linked objects will follow the rotation.

   --If there is not a __ROOT__ object in the scene file, what I do Is create a helper point object, select all the other objects in the scene and link them to the helper.
Then I rotate the helper to face the correct orientation for the axis. For me it works best to have nose of plane pointing along X-axis, left wing would be along Y axis, like IL-2 world.

I use Maraz exporter and I've also found recently that with previously Buggy Buggy exported models that have top node in the hierarchy with different local pivot orientation, the exported parts come out with wrong lighting, so it may be necessary to re-export again all the parts with new Maraz orientation, (and rebuild completely new hier.him) but I'm still finding out if that's really true, I still have to do more tests...
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western0221

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Re: msh Binary format
« Reply #555 on: December 23, 2015, 05:14:11 PM »

Hi Western, I've got the same result than you.
I haven't found a way to change Y-up before importing the file, seems it is predetermined.

In my quick researching, "FBX format's standard" is Y-up.
In this point , Stainless's tool complies this rule well.
When exporting / importing FBX file from / into some modeling application that is Z-up, importer/exporter has to work that conversion.
In example, Autodesk's FBX importer around 2006 (3dsMax9 time) has a menu dialogue users choose the file importing is Y-up or Z-up. When I use 3dsMax9 and set this column Y-up , importing the FBX created by Stainless's tool succeeds.

And Autodesk says... FBX importer 2012 and later have automatic determination and conversion function from Y-up to Z-up.
As my screenshot, 3dsMax 2012 succeeds to determine the FBX wanting to import is Y-up and system setup is Z-up. But the result is not converted, umm....
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Dreamk

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Re: msh Binary format
« Reply #556 on: December 23, 2015, 11:50:31 PM »

Western, Importing FBX created to 3dmax with this tool is very smooth - just pay attention to select centimeters as  unit in the importer, so as to get a 1:1 model in 3ds. I love this tool, ita  great thing !!!  :D
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Stainless

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Re: msh Binary format
« Reply #557 on: December 24, 2015, 02:54:47 AM »

New version uploaded with the extra error handling, hopefully this will help find those nasty bugs.
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Stainless

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Re: msh Binary format
« Reply #558 on: January 16, 2016, 09:06:34 AM »

New version uploaded with a bug fix for the FBX output shown up by a cockpit mesh.



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western0221

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Re: msh Binary format
« Reply #559 on: February 08, 2016, 02:15:37 PM »

1_0_0_54 helps me much!
New features I requested are implemented perfectly.
It makes me modding / modeling easier than before in these weeks.

I want to return you about your efforts in making new MODs in IL-2 1946.


Ah... may I ask you one more ? not hurry, not serious.
If I can load Single mesh object (sim) , I'll be able to decrease a little task.
sim object is used in Ordnances, static objects (Buildings) and stock vehicles without animations.
Its mono.sim or Live.sim basic format is ....
Code: [Select]
[_ROOT_]
[Body]
Mesh Live
CollisionObject Live
It means as same as hier.him 's
Code: [Select]
[_ROOT_]
[Body]
Mesh Live
Parent _ROOT_
Attaching  1 0 0  0 1 0  0 0 1  0.0 0.0 0.0
CollisionObject Live

Importing / converting sim to FBX doesn't use almost of your tool's special functions.
MshConverter 1.18 cannot treat some of dirty MOD msh data and I often meet those bad msh objects I want to remodel. MshConverter crashes and I cannot get 3ds data, remodel it.
Even those msh data, your tool can treat correctly and convert into FBX.
Now I write temporary him file to enable converting by your tool.
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western0221

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Re: msh Binary format
« Reply #560 on: March 19, 2016, 01:27:14 PM »

Hi.
I report a new buggy? workings about FBX exporting and Hooks.

When I import a FBX data made by your tool into 3dsMax, Hooks' rotation around Z-axis (left / right) seems inverted clockwise - counter clockwise.

And when the Hook is rotated not multiple of 90deg (like 45deg, 60deg... ) , generated FBX element seems that its total size becomes bigger than 1.
I think (if possible) average into 1 is better for Hooks.
Is it easy to fix?
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Stainless

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Re: msh Binary format
« Reply #561 on: March 30, 2016, 02:29:40 AM »

Added new display mode to the tool, which wasn't very useful.

This is the top level structure of a corsair




Okay, you can zoom in and have a look, but finding what you are looking for is still pretty crap.





Then I had a bit of a think and came up with this.

What if I use the 3D location of the mesh and project it into a 2D Isometric view.  The result is this.




Now that is more useful. You cab still zoom in, but now you know which part of the aircraft you are looking at.




In some areas you still need to drag stuff around to work out the relationships, but it's now looking like it will be useful.




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SAS~Storebror

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Re: msh Binary format
« Reply #562 on: March 30, 2016, 07:04:59 AM »

That's so great - thank you very much Stainless.
May I marry you? :))

Best regards - Mike
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Don't split your mentality without thinking twice.

Stainless

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Re: msh Binary format
« Reply #563 on: March 31, 2016, 02:27:15 AM »

 :P Married already, bigamy is not big of me.  :D
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