LODEditor Replacement
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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?
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At that time 1998 such engines didn’t exist. The development of such terrain manipulation and 3d objects manipulation was on their birth.
I believe the core engine was specific and build by falcon team for falcon team.
If they stayed longer in the market they could expand the team, set and create something like unreal and unity engines and use it and sell it to others.LOD level of detail is a file that has all the properties and the mesh for the 3d object. The code knows how to read and according to it’s properties to display it correctly in the falcon 3d engine.
It must have been a theoretical approach which falcon team made it practical in large scale and customize it. I believe many used similar approaches, all in their own specific needs and wants given with what dx6-7 capabilities was providing at the time.
So lod1 full detail for close up view lod 2 less detailed thus less polygons-triangles for the gfx engine and less memory - CPU usage. Lod 5-6 would end up to a very far viewable object like a box or triangle or just a square flat surface.
So depending how far u r from the 3d object it loads the and displays the declared lod of the 3d object.
Those distance settings per lod are declared manually in the 3d database.It would also help if those could be set automatically like with a rule:
If object is x size then distance for
Lod1:a
Lod2:b
Lod3:c
Lod4:d
Lod5:e
Lod6:f
All abcdef dependant on the x size of the object. U can’t see a ball 5 miles away with the naked eye for example, but you can see a house in lod 3 let’s assume.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Yes I don’t think this was anything proprietary or a new concept at the time and it has been used by others……I know Strike Fighters used LOD files and the same concept for its entire history.
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Okay, thanks. I am asking because I found out that Unreal engine also came out in 1998. So I was thinking about if the LOD file might be accessible through it. Which unfortunately is not. As you can download Unreal Engine for free. Another question is what is the DXM file format then? I dont find any 3d package which is able to open it.