PinkyandBrains Beginners guide
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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 dev’s 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 shouldn’t go this path and start creating 3d models. Ok but the practice is different. I don’t see many knowledgeable in 3d ppl producing but the opposite. Guys with no knowledge at all are trying to learn to produce… The learning curve is OMG and in many cases it burns.
The new gfx engine and optimization that BMS provided is not used to it’s 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 I’m not talking about contribution only for one theater I’m 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 triangles… 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 don’t have time to educate others or share part’s of my knowledge but on the bottom line it is Falcon’s loss.
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Almost no one else could have told all these better or more clear… thanks a lot for having pointed it out, Arty. +10000.
Only hope that ‘someone’ will listen and do consequently, because IMHO making things easier isn’t to give away pieces of no one else’s ‘power’, 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 it’s 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.
It’s 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 doesn’t 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 doesn’t 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 doesn’t 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 sets… I’ve 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 set’s - 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 I’m 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 it’s 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 CP’s are ptype9 and the ptype 20 switch probably night is off.
EDIT: I just tested your apartment LOD. With nswitch set to 0 doesn’t display anything. With nswitch 1 or 2 always displays the day model texture.
Dead End…
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I’m 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 -
I’m 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.I’ll record a vid to show you that this doesn’t 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 didn’t record but it always showed the night texture, during day and during night at 00:00 hours.
I’m uploading and the falcon 3d test display.
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Your video is too long.
I will give you an idea … Put on your parent some other model (LOD), for example: Street Light. Then you will see where is the problem, model or date. -
Your video is too long.
I will give you an idea … Put on your parent some other model (LOD), for example: Street Light. Then you will see where is the problem, model or date.??? street light?
Street light has one switch only. By default is off and it’s ptype 16.
So which are the prerequisites?
For sure the switch?
But for day doesn’t have to replace it with anything… So I don’t think it is the correct answer to the problem.as I start to think of it looks more logic one switch only for night model.
Day must be transparent ptype?? or it’s alpha full black on the day area? so not to display during night? which will use alpha channel?
Night should not be transparent.
so when night kicks in would be viewable over the transparent day model?Just thinking loud here…
Can actually someone clear this out?
I ain’t the only one here… Nove? any one else? -
Arty Ok, give me a link to your test LOD, please.
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here you are:
http://www.mediafire.com/file/m6gjizw411f7yb0/day+night+test.7z
all inside
max file
lod file
dds textureUpper left area is for day lower right area is for night.
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here you are:
http://www.mediafire.com/file/m6gjizw411f7yb0/day+night+test.7z
all inside
max file
lod file
dds textureUpper left area is for day lower right area is for night.
Thanks.
The first view is wrong material setting …. -
Which is wrong? Day or night?
And which is the correct matterial type?I already tried ptype9 for day and ptype20 for night.
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