PinkyandBrains Beginners guide
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How is the alpha layer in your texture configured?
You may be able to get away without an alpha layer in the texture at all, otherwise if you have an alpha layer make sure it is white (i.e. opaque).
Regards
DaveIt’s all white now that is why the whole building is glowing. Don’t Forget I’m still on the testing phase… At the final texture I will use window sizes and a butterfly choice so that they don’t look like a repeating ugly pattern. Also I would reduce the white to gray so that it will be less glowing…
Opacity set to 99 from 3ds controls anything else? or it’s just like an on/off switch for this effect?
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by WaveyDave
Remove edges, weld vertices or try the pro optimiser.
I already done that… if I reduce it more the model gets fubared squares get to triangles… To get the point I use the low poly setting from GhostTown so the objects are already optimized… So what do I do in this case? If I will put objects on the roofs ok there it will help a bit…
Maybe so. I think 611-Eagle or TomCatz have created models that size. Not sure why you would have to re-install though. I’ve had Max crash many times but a re-install is never needed
Well thanx I started with this testing process and not go directly for the full monty… In 2 cases of crashes I tried to my simple just a small block model and didn’t work either, so I reinstalled and than with the same model it exported it…
WaveyDave I don’t want to be graphic (:rofl: u get the Irony here) but really thanx man. Your Help and others also is great… Your push is my greatest motivation on this cause I know when I get stack there will be the divine help… This project F.B.B will be done… and all mostly thanx to u all.
Now I must test some free plugins for texturing I found TexTools 4.10 http://www.renderhjs.net/textools/ Also this is the best Flatiron: http://www.texturebaking.com/features-benefits/ and it bakes and put’s it back to the model but it’s payware damn…
Let’s hope TexTools will help also…
If u have anything to add please… do so.Next is the destruction I downloaded some plugins… one is PullDown lite which is free, the payware is just wow… let’s hope it does the trick… than It’s time for the first city or real area to become alive in Falcon…
I believe I mastered the basics to get me started.
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It’s not the texture having the alpha layer that triggers the correct pType, it is the way the material is set-up. So set the material as per the document.
Just to clarify for others, sometimes a texture without alpha will not let you set alpha < 100. For those cases you can duplicate the texture as .png or other alpha supporting format and then adjust the alpha of the material in 3dsMax.
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Just to clarify for others, sometimes a texture without alpha will not let you set alpha < 100. For those cases you can duplicate the texture as .png or other alpha supporting format and then adjust the alpha of the material in 3dsMax.
Instead of alpha u meant to write opacity? cause where u set alpha percentage at 3dsmax?
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Just to clarify for others, sometimes a texture without alpha will not let you set alpha < 100. For those cases you can duplicate the texture as .png or other alpha supporting format and then adjust the alpha of the material in 3dsMax.
For sure.
There are two ways to trigger the exporter to know you want the set a pType flag of transparent. One is to set the alpha value and the other is to use the opacity map.
Regards
Dave -
For sure.
There are two ways to trigger the exporter to know you want the set a pType flag of transparent. One is to set the alpha value and the other is to use the opacity map.
Regards
Daveopacity map??? some more on that please?
we need to create a new dds on that probably… and how is that? and what it does? it affects the transparency of the object?Damn WaveyDave is offline… damn every time the same… On for a few minutes than off till tomorrow… snif snif… Arty cries… More Input…
WaveyDave please don’t misunderstand the above… I understand and I’m fine… u helped, and still do, big time here. I’m just eager for more Input… lol
Can there be an alert on the forum when a member is getting online??? like the notifications and etc… :lol: also some chat would be nice…
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opacity map??? some more on that please?
… snif snif… Arty cries… More Input…
… I’m just eager for more Input… lol
http://www.game-artist.net/forums/general-discussion/7871-best-3ds-max-book.html
http://www.amazon.com/3ds-2012-Bible-Kelly-Murdock/dp/1118022203Cheers,
LS -
http://www.game-artist.net/forums/general-discussion/7871-best-3ds-max-book.html
http://www.amazon.com/3ds-2012-Bible-Kelly-Murdock/dp/1118022203Cheers,
LSHHHmmmmmmm :blowpar:
Could u lent me the 29.48 plus transportation bucks?
lol thanx Lazy but I believe he was not talking about something in general… I understand what a map is, as the alpha channel and etc… what I ask is what this opacity map does to Falcon… Probably the transparency he speaks of but I wanted some more details… or a more clear confirmation on it…
cause now without an opacity map and an alpha channel on difuse color I get transparency…
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opacity map??? some more on that please?
we need to create a new dds on that probably… and how is that? and what it does? it affects the transparency of the object?You assign a map to the transparency just like you would when you assign a map to the diffuse.
Damn WaveyDave is offline… damn every time the same… On for a few minutes than off till tomorrow… snif snif… Arty cries… More Input…
No problem.
Regards
Dave -
I get this error with the F4Switch Helper… I’m on 3ds Max Design 64bit.
File: c:\program files (x86)\autodesk\3ds max 2012\maxsdk\include\tab.h Line: 320 Function: Tab<class cswitchdata="" *="">::operator [] Expression: th</class>
And when I select continue 3ds crashes every time.
Other F4 Helpers work just fine…
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Did you make some of the objects children of the switch?
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Did you make some of the objects children of the switch?
I can’t as soon as I press the f4switch I get this message and then it crashes…
I’m Installing 3ds max… Not design… to see if this is the trouble…Edit: Works fine on 3ds Max 2012… ^%^$ ^#%^ &$U&#%$ ^@%
thankfully it’s shorted out afterall… -
You assign a map to the transparency just like you would when you assign a map to the diffuse.
No problem.
Regards
Daveso if I say this material has Alpha or has Opacity than it get’s transparent? Did I get it right?
If I set the same file for difuse and opacity what happens? -
so if I say this material has Alpha or has Opacity than it get’s transparent? Did I get it right?
If I set the same file for difuse and opacity what happens?No. If you setting the opacity to < 100 or you using an opacity map does the same thing with regards to pType creation.
Using the same file for disuse and opacity map is fine.
Regards
Dave -
Damn Dead end…
I have the switch for day/night. I have the textures. Night is also glowing perfectly in falcon…But at day either I get the night texture (thus day is transparent?) or day is transparent like the building is not there…
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You assign a map to the transparency just like you would when you assign a map to the diffuse.
No problem.
Regards
DaveMay I come back to this please?
where do you assign this map? In the Opacity?
I don’t see transparency anywhere so this must be it. -
Is there a way to get Falcon elevation data to 3ds? I don’t want the whole map some area. Or if all to be able later on to cut down to an area I want to work on?
If I bring them from scetchup thus Google Earth I believe the diferences will be big… specially to areas where they were flaten or altered with Monsters Terrain Editor…
Hell I must stop digging and start producing… But since I fubared Render to Texture :lol: yes I did it… :rofl:
I thought to sniff around a bit… -
Anyone on this?
Is there a way to get Falcon elevation data to 3ds? I don’t want the whole map some area. Or if all to be able later on to cut down to an area I want to work on?
If I bring them from scetchup thus Google Earth I believe the diferences will be big… specially to areas where they were flaten or altered with Monsters Terrain Editor…
Hell I must stop digging and start producing… But since I fubared Render to Texture :lol: yes I did it… :rofl:
I thought to sniff around a bit…And some findings that drove me crazy at the beginning
1. If your model is far away from the center of the scene in 3ds when u export it and then import it in LE and try to view it it’s way tooo small in the LE editor and when u press the 3dview (OGLLOD) it just doesn’t show up thus makes u believe something is really wrong. In cities u get away some kilometers from the center of the scene… and when u export a specific area and not the whole city the above happens and drives u crazy and makes u create the model over and over and over again hopping to overcome or find and correct the problem… Yea just save the area to a separate file and then center the object to the scene… do your stuff and export the damn thing it works fine.
2. And in conjunction to the above. After u exported the above 20.000+ poly’s u go to LODEDITOR and try the checker sometimes u get a severe error like “S-[10010] Texture mapping is zeroes or bad” for about 100+ instances… and u go back to 3ds and to it over and over and over and over again hopping to overcome or find and correct the problem… Well stop and just ignore it… Inject the model and go fly and see it how it looks… I spent many hours looking trying to find a flaw or an error… I couldn’t spot any… or some are so minor that u have to be 10meters away to see them… also putting the model 5 times (100.000+ poly’s) in the area in Falcon didn’t gave me a ctd or any problem and the FPS where great…
I hope those findings will help others also. In case I’m wrong please correct me.
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Anything on how to create the Level Of Details?
I found this tutorial on creating interactive LOD changes in 3dsMax’s Viewport
https://area.autodesk.com/louis_tutorials/lod_switches_in_the_viewport_based_on_camera_distance
Note: the “Expose Transform Helper” uses Max’s generic units, so if you have Display Unit=metre and System Unit=cm you will want to set your Flight Studio LOD distances in cm to preview LOD changes similar to Falcon’s eg. if L1 = 150 ft in LE, I enter 4570 as the max distance for L1 in Flight Studio (150ft x 30.48cm/ft = 4572cm).
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When I export a untextured L4 (pType 5) from 3dsMax it’s missing colour in the OGLLod viewer.
This is how it looks in LE
I can add the colour in LE
but would like to setup the correct 3ds Max Material as there are many settings and it’s probablly something simple.
Many thanks, Ramsay
Edit: I’ve had a look at TomCatz Kub-Radar and the pType 5 Material in his model exports correctly until I convert it to an editable poly in 3dsMax 2013
Edit 2: The L4 had no colour because the Exporter was wrongly installed in 3DSMax 2013.
WaveyDave explained how to check/fix the file locations in Post#122 in the 3DS Max Exporter thread.