PinkyandBrains Beginners guide
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Thanx BlackWolf well none is ptype 9 ptype20 21 and 26. I also reread every time…
I don’t know ptype 26 is what for, but it is transparent to other 3d objects and clouds. Meaning if a 3d object is behind the ship it’s shown and I have a city in front of my ship … :lol:
I will change it at some point. For now for the shadows I tried to play with the texture but not so satisfactory yet. Maybe I should try ptype 9 and see if it solves the issue.Well that matrix you say would be of great help. Please provide what ever you will find.
ptype 16 didn’t know so good to know.
ptype 20 is glow
and
ptype 21 is transparent like glassI also found this:
Re: New 3d toys? XIII
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Postby hc_pookie » September 14, 2001, 04:13:00 PM
Nice EF2K shadow model!!Did you notice if it is a solid black polygon or transparent? I found that I had to toggle the trasparency of the B-2 shadow so that it was just like the F-16 shadow. If you load up the F-16 shadow LOD (LOD #2224) and select any of the nodes, you will find that the “node type” is “14”. This means the ‘transparent’ flag is enabled.
Check it in LE in the LOD Edit screen:
1. Double-click on the CP node to open the “Node - Culled Primitive” screen.
2. Click the “pType” button
3. Click the Options-Transparent radio button.
4. Make sure the following conditions are met:
Color - single
Texture - none
Shading - none
Options - TransparentThis is a “type 14” CP node. Now you have the same transparent shadow as for the F-16.
- Jerry
here: http://tactical.nekromantix.com/forum/viewtopic.php?f=19&t=20328&p=166699&hilit=ptype#p166699
From LE Manual we must link those with the numbers:
Change Polygon Type (10):
As described within the Definitions section, the Polygon Type defines what attributes the polygon has. If you desire to change these attributes, you can click the “C” button.You will be presented with a Change Polygon Type screen, which consists of groups of checkboxes that define the attributes. Simply click the options you desire and click OK.
Note: Not all combinations are available in Falcon so you may see “Error” displayed in the New field. If “Error” is shown, that means you must choose a different combination.Options:
The options you can choose from are Colors, Shading, Textures, Point or Line. some of these have sub-options:Colors:
Single indicates that only one color will be used to define the polygon.
Vertex indicates that a color may be applied to each vertex of the polygon.
Shading:
None indicates that no shading will be applied.
Single shading is applied to the first vertex only.
Vertex shading is applied to all vertices.
Texture:
Texture indicates that a texture is applied and mapped to the polygon.
Chroma indicates that the texture chromakey (Index #1) is transparent.
Transparent indicates that he texture is defined to allow light to pass through (24-bit alpha channel).
Options:
None indicates that the pType has none of these attributes.
Transparent indicates that he polygon is defined to allow light to pass through.
Point indicates that this node is a point (1 vertex).
Line indicates that this node is a line (2 vertices).hmmm looks like we could do it…???
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AFAIK shadow models are only required for aircarft. In POH there are vessles that have no shadow model, just the model itself, using ptype9 for everything but lights and they cast shadows normally.
Check it out:
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Yeap I know I don’t mean those… shadows. As I see now ptype 26 is also transparent so probably sun light passes by and doesn’t reflect. - create shadows on the ship. I mean a part of the ship create shadow on the deck.
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So I created a List having side by side LODEditors ptypes settings and WaveyDaves ptype List.
In WaveyDaves List Ptypes 0 / 1 / 27 / 28 / 29 do not exist. I marked those entries in red. As it came to my attention they follow an hierarchy so in some cells that was clear I added the info to those I was not sure I wrote NO INFO.In LE List when I crosschecked some I found that I had typos, or LE was playing with me. I corrected as many as I could find. Please if you have the time and willing crosscheck my list so that this human factor is out of the equation.
I have a column of Comments where I wrote what I know or read in the forum.
The goal is to fill all those cells and get the info from Developers or guys that know or remember how it works.
If something is missing and should be on the list please tell me so. I believe a column or two with image alpha or dxt1/2/3/5/ version of the dds texture file should be also in that list.
I hope something good will come out of this and have a good reference list.
Here is the List:
https://1drv.ms/x/s!AtJa23BCDEy5gbsPNCJJF5h59JjreQ
So My Questions now:
Color (From LE List) has Single or Vertices… this must be Vertex Colour Single and Per Vertex in WaveyDaves list, what does this mean and do? I mean as a result in Falcon gfx engine.
Same goes for Shading it has the values of None Single Vertices. As Bald Eagle Posted when Shading is None the area will glow at Night. Also I understood well?
Shading=Smooth So Single=Facet / None=None / Vertices=Smooth Group?
Texture now in LE=WaveyDaves List
None=
Texture=
Texture Chroma Clip=
Texture Chroma Clip Transparent=
Texture Transparent=
But couldn’t get a clear picture on this… So how it goes and how it affects Falcon gfx engine as a result.Finally Options have the values of None Point Line and Transparent…
As I recall Point is used for airports lighting source, meaning the point from which the light will illuminate… same goes for line? The rest? -
Per vertex IMO means you can set different colors to each vertex of a polygon. I think it can be used to create a colour transition from vertex to vertex. This would then only make sense when using solid color instead of texture.
Single would be that the polygon has one color only (for the vertex and faces)
Desde el móvil.
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from the screenshots thread
The objects that are behind the fence are shown infront of it. I have noticed that with a model I’m building I set transparency all over and this happens.
Is this a material setting or a bug? I mean there are several transparency materials maybe one of those doesn’t behave like that.
Also the trees that also use the same material type (probably) but for sure use transparency are ok.
Does it happen with airplanes and canopy? Never observed but I believe it would be obvious.
So maybe we should declare all transparencies as canopy? Which one is it for canopy?
Edit just checked. It doesn’t happen. So is this the solution?
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hmmm new q here.
Has to do with canons on vehicle models.
To move them you set the dof’s. ok
You assign the longbow script and they turn.Now how about tracking the target? Now as I set them they seem kinda to follow the target but their aim is not centered to the target.
Any insights how to do it?
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ok I guess I’ll just leave it as is or just erase the dof’s so not to look funny. Maybe I’ll leave just the radar antenna turning endlessly.
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OK I looked at the ZPU-2 and the 2A65 and the Nike ADS
My observations from LE say that there are
2 DOF’s one rotate in x and one rotate in y.
in some there is a switch which alters the model. I believe this has to do if the unit is movable so it takes it’s form (model) as the device - vehicle is to be transfered like human operators are gone and parts fold or unfold so that wheels can operate and look normal while traveling.And there are in some SLOTS which as I understand are the weapons to be fired like missiles and etc that don;t show up on the actual vehicle model.
Does this apply for Gun fire also… I mean I have 2x50mm bullet guns on the ship for AA do I have to set a SLOT to understand it as a gun? If yes how and where do I set it?Finally I don’t see any script on those models.
So in my case for the radar antennas that I need them to turn constantly I need the LongBow script. Right?
About the guns turning towards targets as I see in the above models they don’t have turning limitations so their cannon can turn all the way.
Is this intentional, meaning it is interpreted by the code in a certain way and has to be like that or it is just not important if I use a limited rotation DOF?
I mean if the cannon in a ship turns all the way at some points it will shoot on the ship it’s self. So I used limited DOF’s to prevent such cases. -
Ok i will ask here. Is there a 3ds max script that can help me to find any orphan dofs or switches? thanks in advance
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Ok i will ask here. Is there a 3ds max script that can help me to find any orphan dofs or switches? thanks in advance
Take a look here
Regards,
EGHI -
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Don’t use Lod Editor to do it,
pType 6 is because these polygons is not part of a smooth group. IN 3Ds max: Select the face in edit Mesh/Poly and then in the Smooth/Groups select group (or use Auto Smooth). -
Any good tool to reduce the Poly/Tri count without sacrifice too much detail? Or a plugin to max? Pro optimizer does some good reducing but also kills a lot of the detail. And at the end i usually end up with a crap looking model. I hope i dont have to go through all the process again to make the model as it is now!
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I often reduce by hand. Selecting and deleting loops that are spaced too close together or that do not contribute to the geometry. Also look for “unseen” caps on cylinders and boxes. Dot-selecting and deleting unneeded rings on cylinders.
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Takes time but very good solution. Therefore many of my models Parts are eidtable mesh and unfortunatelly this isnt work
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Double post….
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Takes time but very good solution. Therefore many of my models Parts are eidtable mesh and unfortunatelly this isnt work
Well just before you export when u r done with your model u can delete such loops to reduce the polygons.
@Biker Thanx m8 many times I wanted to use such actions and had to redo a model or keep the modifiers to reduce segments… And all that time it was just a ctlr Backspace…
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IMHO the methode shown in bikers video is the way to go if you want
to reduce tris/polys in a really controlled way.You can always put an editpoly modifier on top of your stack,
or convert an editmesh modifier to an editpoly modifier and work from there.I personally sometimes use even an editpoly modifier on top of an editpoly modifier
to “experiment”, and if I don’t like the result, then I simply delete that last modifier.Cheers,
LS