PinkyandBrains Beginners guide
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Arty,
It will be easier to you if you will read with understanding This document. -
Arty,
It will be easier to you if you will read with understanding This document.believe me I have read it many many many many times.
Iām not a 3d Modeler - texturer as a profession.
I have little free time and I want to be productive instead of just blind folded looking for the tools to do it.
This document u refer to - Updated as I see cause in the past it was not so detailed IIRC, but still u must try them all to see the effects and to be sure, also headbang many times questioning your self what am I doing wrong?
Small example Per Vertexā¦ Apply a Vertex paint modifier says the document. Well I did. Didnāt work. I had to select the correct options like vertex color and then select Assignā¦ Just adding the modifier by default might be in face selectionā¦
Soooā¦ yes you will say aināt obvious? Well m8 not at all. Only for someone that knows it. Call me stupid but few weeks ago I found out that there is a vertex modifier in 3ds.Even my previous post I am sure aināt clear to many ppl struggling with the beast. And yes they are very very right. Fine example, Manos that asks for the canopy I must have this xx ptype so I must have and a texture? How do I set this texture?
So in many cases and with multi ptype models it is really a good mindjob for ppl novice wanting to help and for stuff that for Falcon gfx Gurus are 1+1=2 but unknown to the rest.Manos Sorry m8 canāt really answer u.
Never done a canopy so by result to know. In theory as u see I try to put in practice things found in the docs.
As I understood from what I have read for the inside looking out u must use ptype 26. Same looks and for the outside looking in. In some post I found that ptype 25 is the correct for canopyā¦ Doesnāt look correct in my findings that I posted earlier.
About the texture now. Looking from in to out u must use a mirroring representation from the cockpit reflection and the scratches.
Looking from out to in u must have the golden filter for example in the f-16ās variants that have that canopy, others have clear Glass.
A trick I remember for dirt in the borders where the glass connects with the metal, play with the transparency and black - dark grey color on the edge in the texture. this will make it look dirty in the borders.I hope Eghi will direct u to the canopy creation document where all details for u r there, and not the doc he posted already in the previous post.
I donāt know if such a doc exists, but shouldnāt it?Edit: Oh for not being misunderstoodā¦ I donāt imply that BMS team should do such a doc. Many community members had made canopy and cockpitsā¦ I donāt see the docās for the way to making them stacking around in the forum helping othersā¦
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thks PB
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believe me I have read it many many many many times.
Iām not a 3d Modeler - texturer as a profession.
I have little free time and I want to be productive instead of just blind folded looking for the tools to do it.
This document u refer to - Updated as I see cause in the past it was not so detailed IIRC, but still u must try them all to see the effects and to be sure, also headbang many times questioning your self what am I doing wrong?
Small example Per Vertexā¦ Apply a Vertex paint modifier says the document. Well I did. Didnāt work. I had to select the correct options like vertex color and then select Assignā¦ Just adding the modifier by default might be in face selectionā¦
Soooā¦ yes you will say aināt obvious? Well m8 not at all. Only for someone that knows it. Call me stupid but few weeks ago I found out that there is a vertex modifier in 3ds.Even my previous post I am sure aināt clear to many ppl struggling with the beast. And yes they are very very right. Fine example, Manos that asks for the canopy I must have this xx ptype so I must have and a texture? How do I set this texture?
So in many cases and with multi ptype models it is really a good mindjob for ppl novice wanting to help and for stuff that for Falcon gfx Gurus are 1+1=2 but unknown to the rest.Manos Sorry m8 canāt really answer u.
Never done a canopy so by result to know. In theory as u see I try to put in practice things found in the docs.
As I understood from what I have read for the inside looking out u must use ptype 26. Same looks and for the outside looking in. In some post I found that ptype 25 is the correct for canopyā¦ Doesnāt look correct in my findings that I posted earlier.
About the texture now. Looking from in to out u must use a mirroring representation from the cockpit reflection and the scratches.
Looking from out to in u must have the golden filter for example in the f-16ās variants that have that canopy, others have clear Glass.
A trick I remember for dirt in the borders where the glass connects with the metal, play with the transparency and black - dark grey color on the edge in the texture. this will make it look dirty in the borders.I hope Eghi will direct u to the canopy creation document where all details for u r there, and not the doc he posted already in the previous post.
I donāt know if such a doc exists, but shouldnāt it?Edit: Oh for not being misunderstoodā¦ I donāt imply that BMS team should do such a doc. Many community members had made canopy and cockpitsā¦ I donāt see the docās for the way to making them stacking around in the forum helping othersā¦
Well I do change the ptype through LE where im doing the last fixes and stuff as i told u in previous post. I allready have the material (transparent) set so it exported in ptype 17 so with batch converter i change it to 25 but it would be nice to have it ready as i export the model. Thanks for the answer. Many things would be usefull if written from the modelers that are here in this forum so others will know also.
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WaveyDave has put this pdf out before and I believe thereās a link to it somewhere, but here it is anyway: http://www.mediafire.com/file/94j0s79qs4zhnxf/Surface_pType_settings.pdf
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PumpyHead the link u provided is the same as Eghi did. so same commends on that as previous.
Yes this is our bible. But it has a prerequisite that you know basic staff and that you will spend many hours not just learning the Production tool 3ds Max but also how it will be shown - interacting in Falcon World. And we all know that for testing you must not just go to LE or Falcon Editor but inside Falcon.
The quest here is to make things easier for novice users and ease up the struggle with the beast. Create a better more complete reference guide for new guys. BMS devās and gfx gurus are up to their head I believe so we all must help in the way we can.
Imagine the surprise the guy that makes the detailed F-14 (Stingray) when he will transit from Blender to 3dsmax and export the model for Falcon. How many new things he must learn and that he will have to adjust almost everything to be shown as they should in Falcon World.
Now ok yes, someone without any knowledge in 3ds max shouldnāt go this path and start creating 3d models. Ok but the practice is different. I donāt see many knowledgeable in 3d ppl producing but the opposite. Guys with no knowledge at all are trying to learn to produceā¦ The learning curve is OMG and in many cases it burns.
The new gfx engine and optimization that BMS provided is not used to itās full extend. Fine example your wonderful F-16 and other models, they are high poly and the FPS are ok. The Falcon 3d database is good but old and we can all help on this instead of: ok another skin - skinner.
My point is if there are more info, like ready in the plate, guys would easier say, ok I can do that, so contribution would be more. And Iām not talking about contribution only for one theater Iām talking about contribution towards all aspects and specially BMS team.
Another example besides Manos that wants some help on the canopy was optimizing a model to reduce trianglesā¦ A simple keystroke knowledge to remove the over too much edges and result to an almost intact model.
So we all are caught up on the ok I donāt have time to educate others or share partās of my knowledge but on the bottom line it is Falconās loss.
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Almost no one else could have told all these better or more clearā¦ thanks a lot for having pointed it out, Arty. +10000.
Only hope that āsomeoneā will listen and do consequently, because IMHO making things easier isnāt to give away pieces of no one elseās āpowerā, but is sharing knowledge to increase it and grow up.
This heritage could be a major task, and impossible if left to a few or one only good will guy. But itās also the better way I know to assure a longest life to Falcon - not Free, AF, Open or BMS: Falcon, enough.With best regards,
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Another find asking for verification or guidance please.
Itās about radius and bounding box to calculate the hitbox and radius dimensions for the model for LE.
If you create the sphere and then use scale then the radius remains to the initial size always regardless the scale you do. So the result in Listener with the max script to calculate the dimensions is wrong if you apply scale.
So the correct way is to set - change the radius value in the sphere properties and just move around the sphere model so to fit the whole model to be exported. Right?
Same applies for the bounding box. Right?Damn I though scale was altering those properties xyz sizes.
So if we scale up our models and then we want to see their dimensions from the properties they are all wrong?
Why doesnāt this sound logical to me? -
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So the correct way is to set - change the radius value in the sphere properties and just move around the sphere model so to fit the whole model to be exported. Right?
That is the way this script works. I looks at the radius property and doesnāt take into account the scaling factor.
Same applies for the bounding box. Right?
Not sure but could be that the bounding box does take into account the scaling. Should be pretty easy for you to test e.g. create a box, run script, scale box, run script compare results.
Damn I though scale was altering those properties xyz sizes.
Not sure what xyz properties you refer.
@Arty:So if we scale up our models and then we want to see their dimensions from the properties they are all wrong?
No, but it depends on what tool you use and how that tool calculates the dimensions.
@Arty:Why doesnāt this sound logical to me?
Look at some of these links
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-ACF04A2D-B87A-4A9B-8D6D-ECE015A204A5
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_FDBE6AA6_36D2_47CB_81D7_BB8DE867E306_htm
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_6FA37CAE_61A9_4864_87B0_BA6EC7EBBA32_htmRegards
Dave -
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Has to do with day night switch model.
I cloned each entity I wanted to have day - night model (copy not instance).
The whole model is subdivided to 9 sets. Each set is a feature in LE-Falcon.Day model is ptype9. Night model is ptype20. Double checked.
I use only one texture where I have separated the areas for day and night DXT5.
I have 2 switches. One for day models one for night models. They are not attached to one poly but are separated ones. Meaning set1 has 22 Entities. Day switch has linked 2 day entities. Night switch has 2 night entities. The rest are not linked in any switch. Same goes to other setsā¦ Iāve gone 2 days now in every detail of them and checked ptypes and uvws and re mapped them as I had 2 separate textures and now I have only one.
Day switch is unticked (off) Night Switch is ticked always On.When I export the setās - features all look fine. In LE when I import I set the nSwitch to 2. in LE in 3d viewer I see them all fine, I change the switch and the model flips and looks just fine as it should.
The problem is that in Instant action in Falcon 3d from pit I always see the night model - texture. I created a new TE just in case but same result.
Can please someone tell me what Iām doing wrong?
In a previous attempt I created a plane and I found I must have one texture. Tested and ok, but actually I was wrong. I forgot to uvw map the night plane. Once I did and export it I always see the night model.
EDIT: hmmm now I see the ptype must be the same for day-night?
EDIT2: Redone the plane test model using same ptype, tried once with ptype9 and another time with ptype20. NOGO. I always see the night model -texture.
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Have you updated nSwitch in Parent window?
Sorry I have not read it:
I set the nSwitch to 2
Why 2? You should use the switch 0, so nSwitch-1
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Have you updated nSwitch in Parent window?
Both updates done every time i replaced the model.
One inside LOD Parent Data window.
One outside at LOD Parent Selection window at Parents area.If that is what you mean and I understood correctly.
How else you update nSwitch? -
Have you updated nSwitch in Parent window?
Sorry I have not read it:
Why 2? You should use the switch 0, so nSwitch-1
2 cause there are two switches, one for night plus one for day. or itās not that way?
nSwitch -1?
you mean minus one?
or one?
or zero which is the number of the switch?
I tried it already (1 in nSwitch) not working. It shows default the day model if I untick the switch displayes the night in LE. In Falcon I see always the night model.
Now I imported your apartment LOD and I see it in LE. It has way different approach then what is displayed in the video.
I see default the night texture model and when I untick the switch I see the day texture - model.Also it has the day model to always ON I conclude to this cause the linked CPās are ptype9 and the ptype 20 switch probably night is off.
EDIT: I just tested your apartment LOD. With nswitch set to 0 doesnāt display anything. With nswitch 1 or 2 always displays the day model texture.
Dead Endā¦
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Iām talking about switch number.
3ds Max:
So if you use switch 0. Your Parent nSwitch will be 1.
0 + 1
Another example:
If the last number is e.g. switch 15, then nSwich should be 16.
15 + 1 -
Iām talking about switch number.
3ds Max:
So if you use switch 0. Your Parent nSwitch will be 1.
0 + 1
Another example:
If the last number is e.g. switch 15, then nSwich should be 16.
15 + 1It is exactly like your first picture.
and thanx for the clarification of the nSwitch usage - setting.Iāll record a vid to show you that this doesnāt actually work as I do it.
I will create it from scratch.
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And here is the video:
Sorry at the end falcon didnāt record but it always showed the night texture, during day and during night at 00:00 hours.
Iām uploading and the falcon 3d test display.
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Your video is too long.
I will give you an idea ā¦ Put on your parent some other model (LOD), for example: Street Light. Then you will see where is the problem, model or date.