LODEditor Replacement
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Yes it does Arty.
Better than sex… I came. [emoji38]
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Thanks for the suggestions. It’s not a DDS issue. I read the DDS images into a native format (IE I decode them into a bitmap). I tested it several times by just placing an image in the program and verifying it rendered correctly. The issue is most definitely the way in which I am reading/parsing the UV coordinates, or my misunderstanding of how they are supposed to be parsed. As I said, I haven’t spent a lot of time researching UV mapping just yet. Kind of been busy at work, so I was hoping someone could give me the short and dirty version, or at least point me in the right direction for my research.
Regarding coordinates in Falcon, x = -y, y = -x, z = -z. This is valid for parent data, 3d models, fed and pdx data. So maybe it is the same with UVW?
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Maybe figuring out how it knows which ones to use for different parts of the model will provide the answer, but that will require some hefty analysis of a few thousand UV coords, so it will take a little time to figure it out.
How about choosing simple LOD with single texture and replacing it with other texture carrying some unique number so you can perhaps trace (locations) with HexEditor? I guess also that to facilitate examination LOD needs to be isolated by saving it out the DB.
Sorry if that is not what you after. -
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What box sizes? What resolutions?
Do u need also some basic shapes textured? Like a plane a box a triangle a pyramid etc?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Being able to visually observe the difference will be more or less just as effective as a statistical analysis, but much quicker than writing a program to do that analysis.
I think process of selection of the texture and subsequent maping of uvw coordinates are pretty much clearly shown in LOD Editor.
ID of the texture or multiple textures are noted in Root Node and then subsequently are also referenced for each and every Culled Primitive (CP). (right click)
Notice that if there are several textures each texture is coded 0; 1; 2 ; etc etc. with texture ID in the brackets. I do not know this for sure (sorry!) but perhaps in the LOD file they are also noted 0 1 2 …etc and not with true texture ID.
Now when TexMap button is selected corresponding texture is displayed in the separate window and outline of selected CP is visible in blue.
Button Edit Verts is in actuality also UV editor and moves each vertex of said CP on the texture
0; 0 of coordinates in in left upper corner and max range of the coordinates is in right bottom 1 ;1
vX and vY is exact position of vertex with 6 decimal points accuracy.If necessary I can insert shots from LODEditor ilustrating each step. I must assume that each and every value is written to LOD file.
I hope this is of some help in your quest or else I misunderstood your question and I should not have been writing all this.
Thanks for your work anyway. -
Here is the link to some old goodies:
http://www.zianet.com/baldeagle/LE_HelpIndex.htm
Perhaps you will find info there helpful and the content worth saving and preserving.Please also take a closer look at the part “Importing 3DS Files”. It has some pertaining information about textures.
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Wow where and why this treasure was not on a sticky thread all those years?
Mortesil besides that I’m sure u will want to verify things up so I believe in a few hours I’ll have your checkers ready.
Many already exist as png I’ll see what covers your request and create the ones not ready.
Hmmm about alpha channel I don’t think you’ll need it for now? As ur targeting the basics for now.
So DX1 should be ok.Well we’re here, all needed is just ask.
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Wow where and why this treasure was not on a sticky thread all those years?
Everything that is at Fred’s(BaldEagles) site is already contained in the LOD Editor package from LE 4.2.1.0 through version 7 of LE.(Although LE 4-5 packages are not available any longer as they are obsolete.)
C9
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it definitely is not in mine LE 6.23.
LE 4.2.1.0 from the stone ages?It’s not in the manual.
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it definitely is not in mine LE 6.23.
LE 4.2.1.0 from the stone ages?It’s not in the manual.
I didn’t say it was in the manual. They are documents as seen on the site. They are in LE packages 6.1.0/6.2.0.0/7.2.20/7.2.21.
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
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If you plan to try this I might suggest trying to create the image in something like Excel with square cell sizes, export as image, convert to DDS. 32x32 or 128x128 is a LOT of numbers to manually enter into grid boxes. Otherwise when I get a little time I’ll programatically build the image with a couple for loops and some crafty number generation.
tstststs when the man all he thinks is code and excel… tststs. :lol:
Thanks for the tips, and trying to help, I got it already, don’t worry, minimum effort.
Doing so with excel in 64x64 most probably u wouldn’t recognize the numbers…
anyway
excel used for the numbers and corel for a perfect checker pattern. white and grey.Edit: just in case to have square cells in excel width=10 height=60
all numbers are readable.
I have also created as a bonus folders with checker pattern naming and inside are named as 932.dds so to save u time from renaming the files.
http://www.mediafire.com/file/kopv72a3bxcggk1/MORTESIL_checkers.7z
your CT8 with checker:
If u need something different or something else just ask.
time passes…
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is it ready yet?:rofl:
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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 ?