PinkyandBrains Beginners guide
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To move a vertex in a spline you can use snaps while limiting the axis to the Z axis or use the transformation type in (F12 and also near bottom of the screen) to enter coordinates.
Spline segments can be divided to create extra vertices or you can bind an end vertex to a segment which puts it somewhere around the centre.
Refine works fine.
I couldn’t understand what the issue “some areas show up from the whole sketch” means, maybe some screen shots.
Regards
Dave -
yes sir it’s on the way… please wait online a bit…
ok thanx
now this is the line I created: (Don’t ask how… lol I press here and there like a blind man… refine connect and fuse wield I used to connect them)
when I rightclick convert to poly I get this:
So when I use GhostTown it builds only on that area…
Edit: Sorry I posted the same pic twice now it’s ok…
Also this is the rest of the line…
and the same not closed is the down left corner…
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What are you expecting to get?
Do you want a polygon that encloses the entire perimeter? Something like:
Regards
Dave -
yes kinda… and after making it a poly to be able to select each segment at a time… as my first pic the red colored line area I call it a segment… if I build that than it gives a building block and on the red line it creates the road.
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You will only be able to convert closed splines to polygons. You could duplicate some edges so you can close all the splines. Or edit your poly, insert vertex where needed and snap move them to your spline vertices.
Regards
Dave -
You will only be able to convert closed splines to polygons. You could duplicate some edges so you can close all the splines. Or edit your poly, insert vertex where needed and snap move them to your spline vertices.
Regards
Daveedges are the yellow ones?
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The edges are any. You need to close the splines. You can select segments of a spline and detach/copy them. You could also look to make the perimeter a closed spline first and then the splines inside the perimeter wont need to be closed.
Regards
Dave -
The edges are any. You need to close the splines. You can select segments of a spline and detach/copy them. You could also look to make the perimeter a closed spline first and then the splines inside the perimeter wont need to be closed.
Regards
Davethanx m8 that was the problem… I have to close the line every time (easy)… I was jumping to the next without closing them (I thought it did it automatically :lol: ) … I redone the sketch also had to unselected start new object… now seems to work ok. Damn beginners stuff… The good thing is that way looks way like CorelDraw and to create curved lines is exactly the same… helps allot on ring roads that are way curved…
Really thanx Dave m8 I really appreciate it…
Finally Volos is building up very very close to the real deal…
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as I walk deeper I wonder if "there is a major issue with textures unwrap and mapping… maybe I’m wrong… will try instead of textures as materials (diffuse bitmap), palette or white but still mapping is fubared and must be broken to 3 or more sets like 5 to 10 dds files for the skin. Now this means allot of grouping and not only… they must be attached cause else it gives u separate texture files… I read something about multiple map channels… will that work with lod export plugin? are there any other limitations from this tool? "
Also LodEditor gives me S-[1572] Texture mapping is zeroes or bad… any thoughts?
Edit well nope on the multiple map channels
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Check pm.
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I didn’t quite fully understand your problem but I think you want to be using multi/sub materials. These allow you to create a material that you can apply to an object but that material contains many sub material. You can select which of the sub materials you apply to a surface by setting the material ID property for a face.
Regards
Dave -
As u see a building block there are pave way roads parks paveway wall (the space from road and pave way level). Office walls house walls about 10 for each than roofs for offices and houses about 5 to 10 for each.
All those could be 50 or more textures. -
As u see a building block there are pave way roads parks paveway wall (the space from road and pave way level). Office walls house walls about 10 for each than roofs for offices and houses about 5 to 10 for each.
All those could be 50 or more textures.So the problem is the number of textures?
Regards
Dave -
So the problem is the number of textures?
Regards
Davewell not exactly…
group 1:
easy no problem with it…
but this group:
is the texture mapping hell…
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Please excuse my dumb questions but I still don’t understand what the problem you are having is.
Yes it looks like there is a lot of texturing to do but then it is a big model.
Regards
Dave -
Please excuse my dumb questions but I still don’t understand what the problem you are having is.
Yes it looks like there is a lot of texturing to do but then it is a big model.
Regards
Daveok on the second image when I say unwrap uvw’s the map I get is fubared… how do I do it? I have to separate them to groups? and than unwrap them… like select polygons and from Polygon: Material ID’s assign ID’s that would short out the map? and than every ID will result to one dds file and a total of 5 dds files will have the textures for the whole block we see?
I also am with 2012 version maybe 2013 is better on the area?
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Are you expecting it to be mapped for you?
Is that an option in the plugin you are using?
If the mapping is not correct you may be having to manually do the mapping.
TBH I don’t see anything wrong here, just a lot of work but I may not be understanding the problem.
Regards
Dave -
Sorry to butt in , but after watching introduction to Ghost city I see that it has material library which needs to be provided with textures to be assigned onto already mapped 3D which the tool provides. Those mapping coordinates are good until the model is exported to 3dSmax. Is this the case? Now … when the model is exported to LOD format - are those mapping coordinates carried over? Perhaps not, unless this is automatic process in 3ds->LOD plugin.
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If you map a model in 3DS it will export those mappings. If the mappings come from another piece of software and show up in 3DS then there should be no difference.
Regards
Dave -
It’s not another software it’s a 3ds Plugin. textures are not standard ones that the 3ds has inside. after I attach the objects together in materials I see Multi/Sub-Object Materials.
Waveydave my problem is that when I do the unwrap uvw’s the map is showing overlapping areas so the render to texture is fubared. So than I cant apply it as one or 2 materials to the object thus to have the final dds of the whole model.
I hope this is clear now.
To get it the plugin doesn’t do anything with the uvw’s map… right? So we have to make them.
Also the lodeditor gives me the map error… So I have to straighten out the map first… right?
How many textures can there be per model? is there a limitation?Also if u could give me some more info to ask the creator of the GhostTown Plugin to help on the subject.
Like some specs that the model must have…