Project Licenses Plates
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oh. seems Im elected…
well, I was gonna have a quick go before bed tonight - although now I cannt recall the sequence of clicks that got me to successfully export into 3DS max. tomorrow I will start with a fresh install and try again, writing down what I do as I go.
also, the color of the numbers changed between the color you see there and the color actually painted on the texture depending on the angle of the viewer. the actual color was the same color as the lettered part of the tail.
also my attempt at using the same files I had gotten to within 3DS max, to redo the textures, seemed for some reason to change in the same manner - simply not visible from certain angles. it was no visible transition - simply there one frame, gone the next. that was a big part of my wanting to start from scratch… as I am not sure where these errors occurred. as a guess, they could be an issue with how they are drawn? possibly for certain frames they are drawn below the tail instead of above?
at least I have some ideas to go on… but any advice or help is appreciated. also, does anyone know of an online reference I can look up “ptypes”?
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Yep, You’re the elected
Just like ICE said, please write down what you find useful as a manual, don’t mind with what’s obvious or tricky/ difficult to understand… Please do it. -
- simply not visible from certain angles. it was no visible transition - simply there one frame, gone the next. that was a big part of my wanting to start from scratch… as I am not sure where these errors occurred. as a guess, they could be an issue with how they are drawn? possibly for certain frames they are drawn below the tail instead of above?
If I understand your issue, you may want to move your piece of the tail slightly in front of the tail in 3DSMAX (X axis),
or you may want to add a “zbias” - node in front of your license plate nodes in LE.In both cases the licencs plate node(s) will be drawn in front of the tail.
also, does anyone know of an online reference I can look up “ptypes”?
… can be found at the same location like the 3DSMAX exporters:
https://skydrive.live.com/?cid=454d0138a0656698&id=454D0138A0656698!231#cid=454D0138A0656698&id=454D0138A0656698!234Cheers,
LS -
thanks lazystone, is there a tutorial on the use of this “zbias” node?
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http://www.blu3wolf.com/Images/pics/2013-06-30_205204.jpg
thanks Eghi!
That is new position?
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thanks lazystone, is there a tutorial on the use of this “zbias” node?
Zbias Node
The Zbias node is used to eliminate z-fighting, or nodes fighting for front position in the
Z buffer. The z-fighting of runway/taxiway nodes were fixed by adding Zbias nodes before the
first node and after the last node of lod. Zbias is needed on the a/c model logo patch nodes.
Select Zbias in the AddNode window dropdown list. Two Zbias nodes are required. The first
node starts apply the zbias to the follow nodes (by node number sequence, not tree position).
The 2nd node stops offsets by setting zbias to zero. The zbias values range from 0.0 to 1.0.
Usually, zbias values of 0.1 or less are enough to set the nodes away from the opposing nodes. -
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I hope that 3D-modelers interested with this switch:
In the future you will not need to interfere in the LE tree…
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I hope that 3D-modelers interested with this switch:
In the future you will not need to interfere in the LE tree…
In the future?
Creating switches and assign (texmapped) objects (nodes) to it
is alrealy possible in 3DSMAX.Cheers,
LS -
I hope that 3D-modelers interested with this switch:
In the future you will not need to interfere in the LE tree…
+1 with F-5A
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Could please someone make it more understandable… cause my head is now fubared between LOD’s CT#'s CampID’s and so on and so forth…
what is the benefit with this switch? -
Could please someone make it more understandable… cause my head is now fubared between LOD’s CT#'s CampID’s and so on and so forth…
what is the benefit with this switch?Huh?
Switch #61 must be used for the license plates, and there are 4 switchstates.
switchstate 0
switchstate 1
switchstate 2
switchstate 3So we simply assign a copy of the tail node(s) to each switchstate,
and choose differently parts of the texture to be shown on the nodes of each switchstate.Now insim each AC of a 4 ship flight will have its unique tail number … for example.
Cheers,
LS -
So if those get 16 or 20 means every squadron pilot will have his own number… hmm
thanx Lazy… -
So if those get 16 or 20 means every squadron pilot will have his own number… hmm
thanx Lazy…I believe that the current limit is four per model.
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I know guys I speak about the future… If…
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Is there a way to create airframe numbers on different locations of the plane? The F14s for example carries the numbers on three different places (nose, wings and tail). Some F-16s also have them behind the nose section too.
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Is there a way to create airframe numbers on different locations of the plane?
Just as on the tail you can do anywhere. Look at the MIG-29:
https://www.benchmarksims.org/forum/showthread.php?10374-Project-Licenses-Plates/page8