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vonOben

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Re: Gmax questions
« Reply #36 on: April 29, 2018, 02:00:36 AM »

Hi

Back with some more questions.
I have imported a msh to Gmax, made some dimension edits and then exported to msh with the Buggy Buggy exporter.
I notice that the new msh file is larger than the one I imported.

Example:

Original msh:
[FaceGroups]
52 40
0 0 52 0 40 0

Exported msh:
[FaceGroups]
104 40
0 0 104 0 40 0

Is that ok?

I have also some display problems with the new mesh: :-[



What has gone wrong and how should I fix this? 

Thanks for any help!

Best regards

vonOben
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Mission_bug

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Re: Gmax questions
« Reply #37 on: April 29, 2018, 03:48:40 AM »

There always seems to be more text in the exported mesh than in the original, maybe that has something to do with the import/export process especially if the mesh was made in a different 3d program, it does not seem to affect the actual size of the part as far as I noticed. 

If you change the dimension of the part then that will alter the numbers you get because they reflect the coordinates of the part, did you double the length for instance or width of the part you imported?

If so then that is most likely what you are seeing as it only seems to be one number doubled.

The strut you show looks like one of the faces has been deleted or maybe that face has been flipped to show the opposite face, as far as I know all opposite faces on a model are see through.

For a fuselage most make the internal skin by cloning the original and flipping it so the one you see is on the other side, both are then attached and it looks like one item coloured on both sides.


Wishing you all the very best, Pete. ;D
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vonOben

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Re: Gmax questions
« Reply #38 on: April 30, 2018, 12:45:46 AM »

Hi Pete

Thanks for the info, much appreciated!  :)

What I meant was that the msh-file is larger in bytes than the original msh-file.

I probably made some newbie mistake, so I remade the edits and now everything displays correctly in-game.  :)

Best regards

vonOben
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vonOben

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Re: Gmax questions
« Reply #39 on: May 11, 2018, 01:45:17 AM »

Hi

Some more GMax questions:

Albatros DI exhaust pipe is interfering with one of the struts.



I've tried to move the exhaust pipe using Modify: Editable Mesh
If I select Element I can select most of the Exhaust and move it, but not quite all polygons.




Also looking from underneath there are several polygons on the old positions and stretched to the new position.



I assume the exhaust pipe is made as a spline, but I haven't figured out how to edit it.  :-[

Which is the correct way if I want to select the whole exhaust pipe and move it?
Another possible way would be to rotate it slightly instead of moving.

Thanks in advance for any help!

Best regards

vonOben
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western0221

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Re: Gmax questions
« Reply #40 on: May 11, 2018, 02:13:10 AM »

Any of IL-2 1946's 3d models are made by only vertices and triangle polygons.
Splines on GMAX / 3ds Max (or other modeling applications) are completely converted into vertices and triangle polygons before exporting IL-2 1946's .msh format.

Newly imported object from .msh format (into GMAX / 3ds max) is made by pure vertices and triangle polygons and impossible to restore previous spline data.



Easy editing is choosing vertices and moving.


When only moving existing vertices makes non smooth strange looking, insert new vertices and replace polygons is needed.
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Mission_bug

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Re: Gmax questions
« Reply #41 on: May 11, 2018, 06:37:29 AM »

Here is a worked example. ;)

When you select 'Element' you do not necessarily pick up all the bits of the part which is why you
had the issue you showed with vertices still attached and stretched:




You can check around the part and select the missing faces but I opted to select this and then you can
move or detach it:



You can now clearly see the vertices of the exhaust pipe, select what you need and pull out:



Once done move back the area/detached part selected earlier and put it back in position:



I actually moved the area seen and then detached it, remember then to give it a centre point and if
you like make see through to help move it back in position.  Do not forget to make it visible again.


With the parts back in position select your exhaust pipe as that is still named correctly and use the
attach function:




Job done, extract and add all the hooks to the mesh again and hopefully all is good.


Selecting 'ignore backface' is usually beneficial to avoid picking up other areas, however, always check
because what you might think is a backface might not necessarily be so. ;)


Hope that helps.


Wishing you all the very best, Pete. ;D
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vonOben

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Re: Gmax questions
« Reply #42 on: May 13, 2018, 12:49:13 AM »

Many thanks for the explanations guys!  :) :)

I followed your detailed example Pete and all went well and it looks good in Gmax.  :)

But in this part I got lost:
extract and add all the hooks to the mesh again and hopefully all is good.   :-[

Could you please explain that some more, please?

I've only done some simple Gmax editing so far and the 3D models have been without hooks....

Best regards

vonOben
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Mission_bug

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Re: Gmax questions
« Reply #43 on: May 13, 2018, 02:54:22 AM »

Hello again, vonOben glad it helped. 8)

Usually when you save the mesh to 3ds it will save all the hooks and co-common entries and this
is what it all looks like in gmax when you import it in using 3ds:




Here are the bits that determine where the engine will smoke when hit and are at the top of
the mesh when opened in notepad:

Code: [Select]
[LOD]
100
1500
5000

[Hooks]
_Engine1ES_01 <BASE>
_Engine1EF_01 <BASE>
_Engine1Smoke <BASE>
_Clip03 <BASE>
_Clip04 <BASE>
_Clip05 <BASE>

[HookLoc]
-0.640588 0.556435 -0.529176 -0.360317 0.390743 0.847049 0.6781 0.73328 -0.0498117 -0.403713 0.0831647 0.3404 //_Engine1ES_01
-0.640588 0.556435 -0.529176 -0.360317 0.390743 0.847049 0.6781 0.73328 -0.0498117 -0.403713 0.0831647 0.3404 //_Engine1EF_01
0 1 0 1 0 0 0 0 -1 0.0 -0.541882 0.186672 //_Engine1Smoke
0 -1 0 0 0 1 -1 0 0 2.24109e-007 -1.60103 0.00761113 //_Clip03
0 -1 0 0 0 1 -1 0 0 2.17698e-007 -1.16687 0.665023 //_Clip04
0 -1 0 0 0 1 -1 0 0 2.17762e-007 -1.16538 -0.439606 //_Clip05

[Materials]
Gloss1D0o

[FaceGroups]
5400 2754
0 0 5400 0 2754 0


If you need and want them you will also need to add your shadow and lods again and then down at the bottom the
co-common are what determines what is damaged by bullets, hit boxes to you and me.

Code: [Select]
[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 6

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name xengine1

[CoVer0_b0p0]
-0.00286163 -0.348116 -0.433825
0.328667 -0.337135 0.0667639
0.231563 -0.0864992 0.490642
-0.00286164 -0.0836053 0.622655
-0.237286 -0.0864992 0.490642
-0.33439 -0.337135 0.0667639
-0.237286 -0.344127 -0.251915
0.231563 -0.344127 -0.251915
0.328667 -1.18316 0.0452735
0.231563 -1.17617 0.469174
-0.00286163 -1.17327 0.601164
-0.237286 -1.17617 0.469174
-0.33439 -1.18316 0.0452735
-0.237286 -1.19015 -0.273406
-0.00286163 -1.19414 -0.359922
0.231563 -1.19015 -0.273406
0.270494 -1.3291 0.0377834
0.190423 -1.32333 0.30053
-0.00286163 -1.27749 0.408352
-0.196146 -1.32333 0.30053
-0.276201 -1.3291 0.0377834
-0.196146 -1.33487 -0.224963
-0.00286163 -1.33835 -0.288348
0.190423 -1.33487 -0.224963
//24 verts

[CoNeiCnt_b0p0]
9
5
5
5
5
5
4
4
6
6
6
6
6
6
5
7
5
5
5
5
5
4
10
3

[CoNei_b0p0]
2
1
3
4
5
6
7
14
15
0
2
7
9
8
0
1
3
9
10
0
2
4
10
11
0
3
5
11
12
0
4
6
12
13
0
5
13
14
0
1
15
8
1
9
7
15
17
16
1
8
2
10
17
18
2
9
3
11
18
19
3
10
4
12
19
20
4
11
5
13
20
21
5
12
6
14
21
22
6
13
0
15
22
0
14
7
8
22
23
16
8
17
15
23
22
8
16
9
18
22
9
17
10
19
22
10
18
11
20
22
11
19
12
21
22
12
20
13
22
13
21
14
15
23
16
17
18
19
20
22
15
16

[CoFac_b0p0]
0 2 1
0 3 2
0 4 3
0 5 4
0 6 5
0 1 7
1 9 8
1 2 9
2 10 9
2 3 10
3 11 10
3 4 11
4 12 11
4 5 12
5 13 12
5 6 13
6 14 13
6 0 14
0 15 14
0 7 15
7 8 15
7 1 8
8 17 16
8 9 17
9 18 17
9 10 18
10 19 18
10 11 19
11 20 19
11 12 20
12 21 20
12 13 21
13 22 21
13 14 22
14 15 22
22 15 23
15 16 23
15 8 16
22 16 17
22 17 18
22 18 19
22 19 20
22 20 21
22 23 16
//44 faces

[CoCommon_b0p1]
Type Mesh
NFrames 1
Name xxeng1case

[CoVer0_b0p1]
-0.132969 -0.219881 -0.428934
0.132878 -0.219881 -0.428934
-0.132969 -0.198444 0.314165
0.132878 -0.198444 0.314165
-0.214596 -1.20797 -0.264467
0.214505 -1.20797 -0.264467
-0.214596 -1.19752 0.300776
0.214505 -1.19752 0.300776
-4.56179e-005 -1.37533 0.0530054
//9 verts

[CoNeiCnt_b0p1]
5
4
4
5
5
5
5
5
4

[CoNei_b0p1]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
8
0
2
6
8
7
4
0
1
3
2
7
4
8
8
5
1
3
6
5
7
4
6

[CoFac_b0p1]
0 2 3
3 1 0
8 5 7
5 8 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
6 8 7
8 6 4
//14 faces

[CoCommon_b0p2]
Type Mesh
NFrames 1
Name xxeng1cyls

[CoVer0_b0p2]
-0.0921203 -0.767773 -0.23132
-0.107648 -0.197668 -0.239031
-0.120285 -0.202471 0.291599
-0.1241 -0.188105 0.598485
-0.117322 -0.612412 0.594297
-0.103118 -0.924755 0.594297
-0.0881311 -1.16313 0.598485
-0.079384 -1.16609 0.120407
-0.0809514 -1.16132 -0.227888
0.0924251 -0.188569 -0.249315
0.0798033 -0.193372 0.281316
0.0759867 -0.179006 0.588203
0.0827649 -0.603312 0.584014
0.0969694 -0.915656 0.584014
0.111956 -1.1622 0.588203
0.120704 -1.16516 0.110124
0.119122 -1.16039 -0.238172
0.107952 -0.758673 -0.241603
//18 verts

[CoNeiCnt_b0p2]
8
4
5
6
4
7
4
6
4
4
5
6
4
7
4
6
4
8

[CoNei_b0p2]
2
1
3
5
7
8
17
9
0
2
10
9
0
1
3
10
11
0
2
5
4
11
12
3
5
12
13
0
3
4
7
6
13
14
5
7
14
15
0
5
6
8
15
16
0
7
16
17
1
10
0
17
1
9
2
11
17
2
10
3
12
17
13
3
11
4
13
4
12
5
14
11
17
15
5
13
6
15
6
14
7
16
13
17
7
15
8
17
8
16
0
9
10
11
13
15

[CoFac_b0p2]
0 2 1
0 3 2
0 5 3
3 5 4
0 7 5
5 7 6
0 8 7
1 10 9
1 2 10
2 11 10
2 3 11
3 12 11
3 4 12
4 13 12
4 5 13
5 14 13
5 6 14
6 15 14
6 7 15
7 16 15
7 8 16
8 17 16
8 0 17
0 9 17
0 1 9
17 9 10
17 10 11
13 11 12
17 11 13
15 13 14
17 13 15
17 15 16
//32 faces

[CoCommon_b0p3]
Type Mesh
NFrames 1
Name xxeng1oil

[CoVer0_b0p3]
-0.0766173 -0.529889 0.412101
0.0757557 -0.529889 0.412101
-0.0766173 -0.161968 0.403317
0.0757558 -0.161968 0.403317
-0.0766173 -0.526417 0.570072
0.0757557 -0.526417 0.570072
-0.0766173 -0.158498 0.561288
0.0757558 -0.158498 0.561288
//8 verts

[CoNeiCnt_b0p3]
5
4
4
5
5
4
4
5

[CoNei_b0p3]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p3]
0 2 3
3 1 0
4 5 7
7 6 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
//12 faces

[CoCommon_b0p4]
Type Mesh
NFrames 1
Name xxeng1eqpt

[CoVer0_b0p4]
0.110298 -0.199776 0.255278
0.110298 -1.17641 0.24174
0.110298 -0.193095 0.559665
0.110298 -1.16973 0.54615
-0.11039 -0.199776 0.255278
-0.11039 -1.17641 0.24174
-0.11039 -0.193095 0.559665
-0.11039 -1.16973 0.54615
//8 verts

[CoNeiCnt_b0p4]
5
4
4
5
5
4
4
5

[CoNei_b0p4]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p4]
0 2 3
3 1 0
4 5 7
7 6 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
//12 faces

[CoCommon_b0p5]
Type Mesh
NFrames 1
Name xxeng_sync

[CoVer0_b0p5]
0.0506138 -0.45593 0.221141
0.0506138 -0.9622 0.221141
0.0506138 -0.45593 0.307829
0.0506138 -0.9622 0.307829
-0.0460442 -0.45593 0.221141
-0.0460442 -0.9622 0.221141
-0.0460442 -0.45593 0.307829
-0.0460442 -0.9622 0.307829
//8 verts

[CoNeiCnt_b0p5]
5
4
4
5
5
4
4
5

[CoNei_b0p5]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p5]
0 2 3
3 1 0
4 5 7
7 6 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
//12 faces



These are what I mean when I say " add all the hooks to the mesh again" because they are important for making the model work correctly in game.  There must be a way of extracting all them out again with the part you work on, however, I never figured that out.

I Just delete all those hooks and clips when I import the part in gmax then manually add them in again from the original saved mesh once my altered part is extracted.


I show you these because a lot of modded aircraft only have those entries, not all have shadows and lods but they are
important to the functionality of the mesh in game.


Hope that answers the question.


Wishing you all the very best, Pete. ;D


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vonOben

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Re: Gmax questions
« Reply #44 on: May 14, 2018, 04:31:09 AM »

Thanks again Pete!  :)

A lot of stuff was missing in the exported msh-file so I copied the content of these sections from the old msh-file:

[LOD]
[Hooks]
[HookLoc]
[ShVertices_Frame0]
[ShFaces]
[LOD1_Materials]
[LOD1_FaceGroups]
[LOD1_Vertices_Frame0]
[LOD1_MaterialMapping]
[LOD1_Faces]
[LOD1_ShVertices_Frame0]
[LOD1_ShFaces]
[LOD2_Materials]
[LOD2_FaceGroups]
[LOD2_Vertices_Frame0]
[LOD2_MaterialMapping]
[LOD2_Faces]
[CoCommon]
[CoCommon_b0]
[CoCommon_b0p0]
[CoVer0_b0p0]
[CoNeiCnt_b0p0]
[CoNei_b0p0]
[CoFac_b0p0]
[CoCommon_b0p1]
[CoVer0_b0p1]
[CoNeiCnt_b0p1]
[CoNei_b0p1]
[CoFac_b0p1]
[CoCommon_b0p2]
[CoVer0_b0p2]
[CoNeiCnt_b0p2]
[CoNei_b0p2]
[CoFac_b0p2]
[CoCommon_b0p3]
[CoVer0_b0p3]
[CoNeiCnt_b0p3]
[CoNei_b0p3]
[CoFac_b0p3]
[CoCommon_b0p4]
[CoVer0_b0p4]
[CoNeiCnt_b0p4]
[CoNei_b0p4]
[CoFac_b0p4]
[CoCommon_b0p5]
[CoVer0_b0p5]
[CoNeiCnt_b0p5]
[CoNei_b0p5]
[CoFac_b0p5]

Then I tested in game and it worked and looked ok as far as I could see.
The exhaust smoke needs to be moved  of course.
Anything else that could be wrong after moving the exhaust pipe?

Another qustion please:
If I want to extend some part in an angle that is not X,Y or Z, how do you do that?
For example if I would like to extend or shorten the end of the exhaust pipe.




Is it possible to add a temporary co-ordinate system that gets oriented to that angled part and if so how is that done?

Best regards

vonOben
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Mission_bug

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Re: Gmax questions
« Reply #45 on: May 14, 2018, 09:57:59 AM »

Hello again vonOben, as I said earlier even though all the various hooks, hit boxes and shadows will be saved and imported by the 3ds script I do not know of a way to export everything again together, would save a lot of messing around, doing as you mention is the way I go. ;)

It is surprising just how much is in the mesh of a aircraft model made correctly as per the IL-2 specification, it can be quite daunting to think when you make a new part you need to add all that not just for one mesh but all. :o


The main hook for the exhaust outlet is I think the only major one that you can actually see if it is wrong and you have already done it, shadows as well I suppose.  Anything that leaks is another, but that depends on say how big the tank is, so as long as it was somewhere near enough I guess it would do.  Hit boxes can be placed in a particular spot, again though how accurate they need to be is up to you.


Not sure what you mean by moving at a angle.

You can select specific areas of vertices and push and pull them where you want them to go, however, I do not know if there is a specific tool that you can give a certain set of parameters to move the bit you want say to specific degrees of angle, .

There is a scale tool that can enlarge/stretch/widen a group of selected vertices or the whole part, maybe the vertices at the end of the pipe could be squeezed together, looking from above you could shorten it in a specific area.

Experiment and see what happens is the way I do things, make a save before you try though to preserve the part as it is now you have altered it.


Wishing you all the very best, Pete. ;D
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western0221

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Re: Gmax questions
« Reply #46 on: May 14, 2018, 10:07:25 AM »

As I said in Reply #40, the most basic way to change shapes is moving vertices.

View port can be rotated freely not limited XYZ coordinate, and Transform Gizmo can be moved following not only World XYZ coordinate but also parent object coordinate / object itself local coordinate AND current view port coordinate.
You can change "Reference coordinate system" in toolbar.
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vonOben

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Re: Gmax questions
« Reply #47 on: May 15, 2018, 04:34:11 AM »

Hi

I'll try to explain with another example.

A mesh is angled to the X,Y or Z planes and needs to be extended (or shortened) in the direction of the red arrow in the picture.
How do I do that?




Best regards

vonOben
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vonOben's Flight Sim Mods  http://vonoben.free.fr/ Twenty Years online January 3, 2022!
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