LODEditor Replacement
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it definitely is not in mine LE 6.23.
LE 4.2.1.0 from the stone ages?It’s not in the manual.
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it definitely is not in mine LE 6.23.
LE 4.2.1.0 from the stone ages?It’s not in the manual.
I didn’t say it was in the manual. They are documents as seen on the site. They are in LE packages 6.1.0/6.2.0.0/7.2.20/7.2.21.
Some LE version were only distributed among FreeFalcon team members, and some that were freely distributed did not contain every bit of the documentation that Fred wrote!
C9
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If you plan to try this I might suggest trying to create the image in something like Excel with square cell sizes, export as image, convert to DDS. 32x32 or 128x128 is a LOT of numbers to manually enter into grid boxes. Otherwise when I get a little time I’ll programatically build the image with a couple for loops and some crafty number generation.
tstststs when the man all he thinks is code and excel… tststs. :lol:
Thanks for the tips, and trying to help, I got it already, don’t worry, minimum effort.
Doing so with excel in 64x64 most probably u wouldn’t recognize the numbers…
anyway
excel used for the numbers and corel for a perfect checker pattern. white and grey.Edit: just in case to have square cells in excel width=10 height=60
all numbers are readable.
I have also created as a bonus folders with checker pattern naming and inside are named as 932.dds so to save u time from renaming the files.
http://www.mediafire.com/file/kopv72a3bxcggk1/MORTESIL_checkers.7z
your CT8 with checker:
If u need something different or something else just ask.
time passes…
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is it ready yet?:rofl:
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@Cloud:
I didn’t say it was in the manual. They are documents as seen on the site. They are in LE packages 6.2.0.0/7.2.20/7.2.21.
Some LE version were only distributed among FreeFalcon team members, and some that were freely distributed did not contain every bit of the documentation that Fred wrote!
C9
c9 the it’s not in the manual was a clarification that besides all other I looked and in the manual.
M8 it’s just not there.Another useful piece of information that was lost in the translation.
Most guys have a version from http://tactical.nekromantix.com/ most probably me too and I carry it for years now.So where is the link for this version 6.23 that works ok with BMS and has all those info?
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c9 the it’s not in the manual was a clarification that besides all other I looked and in the manual.
M8 it’s just not there.So where is the link for this version 6.23 that works ok with BMS and has all those info?
I posted which packages those documents are in, like I said, some versions of LE were not publicly available. Version 6.23 does not contain the documents as it was not in my list of versions that do, can’t you read??
There are links in this forum for LE 6.2.3.
The version at PMC is 6.1.0, it works with BMS, and it contains the document Tutorial - 3ds and other documents which are the ones posted on Fred’s site. In my post with the versions of LE which I will edit, should also be versioin 6.1.0.
C9
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yea yea playing inspector Cluzo… searching for the pink panther and the phantom…
that’s not for u C9 in general after all those years basic staff are still scattered all over the place.
Mercy!!!
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Hi MorteSil
Some news about your project ? -
Any news?
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It looks like some vertices have correct texture coordinates, while neighboring trio vertices use different texture coordinates…the converting process cannot tell which vertices should use the same coordinates.
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Shot in the dark: Not everything is mapped to fit on the texture space. Some mapping goes beyond the texture boundary and is supposed to “wrap” back onto the texture. That is, a rectangle may start at the upper left corner and extend beyond the texture which should cause a repetitive mapping along the object.
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What I see especially on the box- pic is that
the numbers are squeezed.For the “49” it looks like the bottom right corner vertex
was “target welded” to the top right corner vertex.If we would be able to splitt that right corner Vertex
into 2 Vetex and move one down in z axis, then we would
have the “49” not squeezed.The same is true for “20” in y axis.
So here is my maybe stupid idea, … you’ve asked for it.
On a standard box this corner has just one Vertex.
In 3dsmax we can splitt them to get all 6 Vertex,
… one for each “face” (tri).Now could it be that you need to splitt them as well,
to get corner Vertex for each tri individually with their
own Vector and UV coordinates for that face?Maybe it helps if you load your .LOD into LE and look
at “LOD Vector Data” window and/or the “Node- Culled Primitive” window
to compare vectors and UV coordinates with yours.Cheers, :yo:
LS -
Any updates?
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So… :munch: … When is the LODER available for testing … I need to rip some JanHas models pronto :twisted::bolt:
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you can already do that with the existing tools…
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how?
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I just want to understand what that LOD file format is a little better. Was Falcon based on some commercial engines like Unreal which came out in 1998 for example? Or was the LOD file format created as a proprietary F4 format which has its own engine?