PinkyandBrains Beginners guide
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just a vid example.
The outcome not the one I wanted but just to showcase the thing
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Oh on the hold short markings the asphalt can be gone making just the markings. U can later on on painter do the tire marks…
Or put the asphalt to it as I did if u use the same material, it could be the previous one the square cement.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Is it possible to add “taildragger” within 3ds max and how? Im asking cause adding it with lod editor for some freaking reason it messes the models normals
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Is it possible to add “taildragger” within 3ds max and how? Im asking cause adding it with lod editor for some freaking reason it messes the models normals
taildragger???
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taildragger???
Through LE u double click root of a model and you can add it it adds actually an X-dof for nose gear on the whole model when the gear i down to get the nose slightly up (A-7 for example or my EF2000) but ok i found a way to do it without messing my normals. But it would be good if there is a way to insert it in 3ds max i tried with normal dof doesnt work
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Nice video that resolves some mysteries and miseries on the uvw mapping and texturing fighting.
bit long and slow but has valuable info that straightens things up and makes the uvw mapping more correct.
Still has some pain in it as it requires to convert to editable poly and at that point you loose your initial 3d modeling a big trouble in case you want to go back to the very beginning and adjust things up, like if you start from an spline…
Sure you can create a copy and then work on it, which means one more layer and more maintenance and organization on your model and file to keep it all together in one file…
like
initial model (keep all modifiers)
Lod1 (editable poly from initial and here do the uvw , texturing and export)
Lod2 (nice to keep the uvw and materials from Lod1 and just reduce poly’s tris and export. Hard and might need to redo as for Lod1)
Lod3 (nice to keep the uvw and materials from Lod2 and just reduce poly’s tris and export. Hard and might need to redo as for Lod2)
Initial Damaged
Damaged Lod
Initial Destroyed
Destroyed Lod -
Will be a very helpful thread
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I’ve updated the ptypes excel file with some valuable info and reorganized a bit with some new unveiling info I found.
Link is the same as in here:
https://www.benchmarksims.org/forum/showthread.php?7712-PinkyandBrains-Beginners-guide&p=417056&viewfull=1#post417056Direct excel link:
https://1drv.ms/x/s!AtJa23BCDEy5gbsPNCJJF5h59JjreQ -
Question,
maybe i didn’t search enough but will do as well and i wanted to ask here first.
I used to use 0.001 in weld vertices so i won’t have big problems with the meshes and deformities. For some freaking reason i can’t anymore. I tried reseting max, Renaming the “ENU” folder so the settings will revert to default. Tried every possible unit setup and every decimal setup in general settings, no go.
Any help is apriciated… -
Not sure if I got it, but try …
“Customize” -> “Preferences…” -> “General” -> “Spinners” -> “Precision: 3 Decimals”.
Cheers, :yo:
LS -
Not sure if I got it, but try …
“Customize” -> “Preferences…” -> “General” -> “Spinners” -> “Precision: 3 Decimals”.
Cheers, :yo:
LSThanks i already did that -no go- found a script though that did the job. [emoji3]
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And then script is?
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And then script is?
Sent from my SAMSUNG-SM-T818A using Tapatalk
http://www.scriptspot.com/3ds-max/scripts/vertex-welder
It installs a tool that you can put in whatever ribbon you want. it gets from 0,1 to 0,001
Also :
http://www.scriptspot.com/3ds-max/scripts/tags/weld
I will have a look in those ones as well maybe ill find something useful and worthy
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Guys need a little help here. After the format i did i had of course to re-install all my programs. I used a lot for optimizing Simplygon through the plugins it had for 3ds max 2014. Therefore after the re-install those plugins are nowhere to be found. It will really help me out if someone has them hand and can make a zip or whatever to send them to me! I tried searching but there is no result even in google. Simplygon site says support from 2013-2020 but thir plugins are starting from 2015 I posted to them with no luck yet. So my last resort is anybody here that used it to send me those plugins
Thanks cheers!
EDIT nevermind i found it
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'm no cockpit guy, so the following is more theoretical.
Basicly you want to replace a existing cockpit for your testing,
so first look at how the existing cockpits are done.Navigate to \Data\Art\CkptArt and pick a cockpit folder of your choice.
It contains 2 files, open 3dckpit.dat with notepad.For example, in \F-16C-25\3dckpit.dat we’ll find the following values.
// the LOD models to use.
cockpitmodel 1362;
cockpitmodel2 928;
cockpithudmodel 4;
cockpitcanopymodel 1979;
cockpitrttcanopymodel 6;
cockpitwingsmodel 1757;
cockpitmodel_empty 1802;
cockpitcanopymodel_empty 1803;
cockpitlegsmodel 2015;These numbers are Parent numbers.
Use \Tools\3DDBBuilder to extract your Database.
Once done, navigate to \Parents\1362, there you’ll find a .LOD and a .DAT.
Dblclick the .LOD and OpenGLLOD v2.2 viewer should open to show the .LOD.If an older viewer version than v2,2 is opened, change your .LOD association to
be always opened with v2.2, to be found in \Tools\OpenGLLOD.So you do your modelling in 3dsmax, export to .LOD, using Wavey’s exporter plugin.
Then replace the .LOD in exctracted \Parents\1362 folder and adjust the .DAT there.Next use \Tools\3DDBBuilder to re-build the Database.
Adjust two .DAT files in \Data\Art\CkptArt\F-16C-25 and copy your textures to
\Data\TerrData\Objects\KoreaObj.That’s it basicly I think. Build a TE insim and go fly.
Note: if OpenGLLOD v2.2 crash after 3dsmax export then something is wrong with your
3D model/DOFs /switches etc.
Do not expect such a .LOD to work insim.I copied this here that we should not search . If somebody knows other process or complete this list it would be very useful. There is not have to so much to show something about the integration (DOF, assignment to texture material etc…) just like this.
just some word step by step. -
thanks mate
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