LODEditor Replacement
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Hi MorteSil
Truly admire your project and I wished I had more direct knowledge to help to sort this problem with textures.
What I would like to offer here is just general hunch and unfortunately pretty blind direction for investigation. For clues look in readmes included in LodEditor 6.23 as well as consider the fact that LE was using Open GL to view models and associated textures. That was separate program OGLOD which was opening in separate window. The other hint would be to look at your current OS your GPU and its drivers and its interaction with DDS format. Progress is happening fast and as we speak and many things have changed since LOD format was introduced and all this may be legacy incompabillity with current specifications.
Good luck with your project and endavor and maybe others could chip in some more specific and helpful advice.
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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
https://ig88.azureedge.net/8-2htmldocs/tjunc_full.pngSupports 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:
It does a very good work indeed and works miracles but in a doffed/switched model you have to re-do dofs and switches unfortunatelly. Not bad but a lot of time to re do all those…
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Sure. Did you used it?
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Sure. Did you used it?
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
Yes! I managed to lower the f-4 from 97k to 48k without any huge detail losses(only if you look REALLY close for example the pilot faces) but as i said all dofs have to re-done, another thing bothered me that on a detailed model (meaning a lot of pieces) usualy sympligon is either doesnt load the scene or when u use the no UI option it crashes, might be something wrong at my end though ill check it out better. It would be nice if it could work without loosing the Dof/switches it will save us from a lot of time i think.
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Well that’s why I pointed it out. We are not qualified to make - take the best out of it.
Wow from 97 to 48. Impresive.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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@Manos1981 does it show the drawcalls?
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Yes it does Arty.
Better than sex… I came. [emoji38]
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Thanks for the suggestions. It’s not a DDS issue. I read the DDS images into a native format (IE I decode them into a bitmap). I tested it several times by just placing an image in the program and verifying it rendered correctly. The issue is most definitely the way in which I am reading/parsing the UV coordinates, or my misunderstanding of how they are supposed to be parsed. As I said, I haven’t spent a lot of time researching UV mapping just yet. Kind of been busy at work, so I was hoping someone could give me the short and dirty version, or at least point me in the right direction for my research.
Regarding coordinates in Falcon, x = -y, y = -x, z = -z. This is valid for parent data, 3d models, fed and pdx data. So maybe it is the same with UVW?
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Maybe figuring out how it knows which ones to use for different parts of the model will provide the answer, but that will require some hefty analysis of a few thousand UV coords, so it will take a little time to figure it out.
How about choosing simple LOD with single texture and replacing it with other texture carrying some unique number so you can perhaps trace (locations) with HexEditor? I guess also that to facilitate examination LOD needs to be isolated by saving it out the DB.
Sorry if that is not what you after. -
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What box sizes? What resolutions?
Do u need also some basic shapes textured? Like a plane a box a triangle a pyramid etc?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Being able to visually observe the difference will be more or less just as effective as a statistical analysis, but much quicker than writing a program to do that analysis.
I think process of selection of the texture and subsequent maping of uvw coordinates are pretty much clearly shown in LOD Editor.
ID of the texture or multiple textures are noted in Root Node and then subsequently are also referenced for each and every Culled Primitive (CP). (right click)
Notice that if there are several textures each texture is coded 0; 1; 2 ; etc etc. with texture ID in the brackets. I do not know this for sure (sorry!) but perhaps in the LOD file they are also noted 0 1 2 …etc and not with true texture ID.
Now when TexMap button is selected corresponding texture is displayed in the separate window and outline of selected CP is visible in blue.
Button Edit Verts is in actuality also UV editor and moves each vertex of said CP on the texture
0; 0 of coordinates in in left upper corner and max range of the coordinates is in right bottom 1 ;1
vX and vY is exact position of vertex with 6 decimal points accuracy.If necessary I can insert shots from LODEditor ilustrating each step. I must assume that each and every value is written to LOD file.
I hope this is of some help in your quest or else I misunderstood your question and I should not have been writing all this.
Thanks for your work anyway. -
Here is the link to some old goodies:
http://www.zianet.com/baldeagle/LE_HelpIndex.htm
Perhaps you will find info there helpful and the content worth saving and preserving.Please also take a closer look at the part “Importing 3DS Files”. It has some pertaining information about textures.
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Wow where and why this treasure was not on a sticky thread all those years?
Mortesil besides that I’m sure u will want to verify things up so I believe in a few hours I’ll have your checkers ready.
Many already exist as png I’ll see what covers your request and create the ones not ready.
Hmmm about alpha channel I don’t think you’ll need it for now? As ur targeting the basics for now.
So DX1 should be ok.Well we’re here, all needed is just ask.
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Wow where and why this treasure was not on a sticky thread all those years?
Everything that is at Fred’s(BaldEagles) site is already contained in the LOD Editor package from LE 4.2.1.0 through version 7 of LE.(Although LE 4-5 packages are not available any longer as they are obsolete.)
C9