LODEditor Replacement
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Is it possible that for the first two pictures that you are transforming the gun DOF along the wrong axis (i.e. rotating 90 degrees around the Y axis instead of the Z axis or vice versa)?
Regarding the third picture: I misunderstood you earlier when you said the rotation was off. I thought you meant the way the DOF’ed object moves in sim (i.e. clockwise versus counter-clockwise). That is what the “Reverse” flag does in the XDOF. It does not alter the display, but rather changes the direction of DOF movement. XDOF’s are complicated in that they can have limits set, can be set to “normalize” the travel over a set angular movement, can have minimum and maximum limits that are negative and can have multipliers that can play havoc as well.
Are you still accounting for the discrepancy in 3d axis of the LOD versus typical 3d spaces? That is, “up” in Falcon is negative Z?
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I don’t know if I mentioned it before… but here goes:
For complex models it would be nice to be able to move the center where it should.
Example.
An airbase. that has 10 pieces 5runway 5taxiway. Or a long bridge or a damn or whatever big long and complex.
To “correctly” import an airport to Falcon you must move each piece to the center of the scene of 3DS MAX (x=0 y=0) and then export. Then u import then you adjust and park the features with Falcon Editor - Objectives editor.
Now if you leave your model as is in 3ds max (but as a whole scene is centered to x=0 y=0) and select each piece (segment) only and export it (no x=0 y=0, unless it just happens for a segment), do the same for all others. When you get to Falcon Editor - Objectives editor the pieces are all perfectly parked as it was in 3ds MAX.
U might only have to turn the whole thing (select all pieces at once) and move or turn them where they should be, but all at once.The problem is in Falcon. When you go to assign parts of the airbase as targets or just recon the airbase, when you select the parts instead of centering to the features center it centers to the point that the whole scene was centered in 3ds max. So you cant view the detail you want, or be sure you selected the correct one.
Now I also don’t recall from the tests if the AI are bombing at the correct point or they are bombing on the center of the scene.
The thing is if we could be possible to change that center point of each feature with your tool. (I don’t know if this can be done and now with LOD Editor) It would be uber perfect if it could do it automatically like find the middle point.
Now the trick… this procedure shouldn’t fubar the placement as is.
Meaning after this if I see the airbase in Falcon editor or Falcon everything should be where I left them.The reason… those that done such know the pain to repark or park those peaces in Falcon Editor. There is no snap to objects functionality there and it goes by the eye and hand. Also it’s a double work. You kinda do it in 3ds max then you redo it in Falcon Editor.
Also this might be the reason in many OLD Korea airbases there is a small gap in the runways and taxiways and etc, besides zbias problem, probably they created the gap to avoid zbias issues that we see on overlapping areas, well those guys didn’t had Falcon Editor and it should have been even harder for them.
Yeap I’m a bad boy…
Edit this also has and an offset issue in lodeditor. if the object is far from x=0 y=0 then when you open it in LE you just don’t see it and must moooooooooooove to get it. If it’s faaaar I prefer to go watch a movie than fight with LE.
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Just seen this, you might also want to have a look in case you find something useful to be inluded in the application implementation.
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Gentle bump.
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Seeing so many sliders but no values? Or values entry text box? Or not needed?
Well u just popped our eyes out and made us drool.Edit: I mean about the DOF’s window.
Also keeping the no textured view of the 3d model (as the red phantom is shown) looks like it shows shading on the model or texture issues that is?… the shadowing I mean on some areas. So this might be helpful to spot issues visually?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Well it would be also nice if the BMS animation script declared for the model could be generated and see it as it would be in the sim, further more it would be a dream to be able to create such scripts.
U keep amazing us Mortesil even though we just see screenshots.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Also for that and in general in filtering and searching and scrolling on those loooooooong lists like that on the left:
https://www.benchmarksims.org/forum/attachment.php?attachmentid=34685&d=1517007560It would be nice something like that:
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hmmm
Don’t know for sure but from what I read and seen on this tool and SDK looks that has many wonderful features.
https://www.simplygon.com/The SDK is free.
Documentation here:
https://account.simplygon.com/#/docsWhat impressed me mostly was that u create a high poly model without worrying that much for the final count on tris.
This tool as far as I’ve seen can do miracles.
Reduces and creates LOD’s for model’s in a snap and with a few clicks - selections.
It even has the ability to select and remove the polygons that are on the bottom of the model and will never be seen.It has the ability to fix “forgotten” wholes
Supports DDS.
Now instead of integrating it on your tool (In case it is helpful or considered a must…) this tools works as a plugin for 3ds max.
Haven’t used it yet… but sure will do.And yes as u can see on that video top left corner YES it has a DRAW CALLS counter.
Edit: Reading even more the whole idea of it seems to be to reduce the Draw Calls… Impressive…
Yes you read correctly…
from 3:07 shows the deletion of bottom polygons.
Edit: :lol: seems it’s Microsoft’s tool… :shock: :shock: :shock:
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