PinkyandBrains Beginners guide
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The switch thing doesn’t work.
After 2 days I found the way.Thanx Eghi the keyword was script.
So in short I used dof5 declared as dof6 in LE. From model root double click on the root click script select script similar to radar ct367 model and vuala magic.
sent from my Xperia Z3 compact via TapaTalk
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Need some help here guys.
Has to do with transparency on a model.
like fence and trees and some radar features.
Like a ladder y have a poly but only the ladder is shown cause of alpha from the dds.
I tried ptype 10 from the radar (Radar ct760 & 761) model no go
I tried ptype 21 no go
I see the fence with ptype19 (Fence) other with ptype 13 (Fence X1)…I have in the model and 12 DOF’s type 5. they perform as I set them with the script.
But the model texture is fubared.
In LE shows just fine.
In Falcon Editor and Falcon 3d displays texture 0.dds always.
Texture tried DX1 DX3 Dx5 all the same result.
If it helps in LE:
Under root I see 12 DOF
Inside each DOF all are xxxx.CP-d5 where xxxx are sequencing numbers.What am I doing wrong?
Has to do with vertex color? I must set something?
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Ok I found the reason… I used a high digits number and LE doesn’t show it.
example 4444.dds works ok but 44445.dds didn’t work ok. Strange…Strange thing is that in Falcon Editor does the same. Probably LE doesn’t save - update the model correctly?
Also in LE if you want such naming it just ignores the selection. If this could be fixed it would help much. I believe the naming works for Falcon ok but doesn’t work in LE. IIRC in the past I used such high numbering or even more and it worked fine.
Now new questions…
How do I make a cannon on a ship rotate to look to the target? I know probably switch DOF and maybe script is needed but which ones I don’t know.
The base must rotate xdof to limit the rotation and same for the cannon tube to rotate up and down to the target.Second I want to create a barrel light for a tower turning and lighting what should I use? is there a specific DOF for it or a switch or a script?
Third strobe lights on the ship green red as they are in aircraft, but constantly not flashing.
(I know in war time lights are off… but…)thanx in advance.
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How do I make a cannon on a ship rotate to look to the target? I know probably switch DOF and maybe script is needed but which ones I don’t know.
The base must rotate xdof to limit the rotation and same for the cannon tube to rotate up and down to the target.DOF #0 horizontal rotation (clockwise)
DOF #1 vertical for barrel
You can use XRotare for max +/- value limits.Second I want to create a barrel light for a tower turning and lighting what should I use? is there a specific DOF for it or a switch or a script?
This is DATA details.
Third strobe lights on the ship green red as they are in aircraft, but constantly not flashing.
(I know in war time lights are off… but…)Try the script (9) Beacon and light under the switch#1. I have not tested in vehicles, so it may not work.
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So just setting the DOF’s on the cannon will rotate and look at the target when needed? nothing else?
About second , when you say DATA details? what do you mean?
About third well another one said the same it’s not working for vehicles… well I might try it. So ok the script… but How do I say this is the light in 3ds? or in LE, or in Falcon editor?
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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
DaveYeap a bit old but could you elaborate more on this please?
So in opacity I set a bitmap like the Alpha channel only? so everything white there will be transparent and dark grey semi trans and black no trans?The opacity map bitmap name should follow the 9876.dds format or it could be a png?
Anything else needed to be set for this to work?
Could this also work for glow with Self-Illumination? or Glossiness?
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so I’m here:
How about that DATA or script thing so that those Gizmos turn and fire at the thing.
Data wise I’ve set the Gabya CT436 settings and the thing fires at me but all the gismos (DOF’s) don’t move.
Also shadows… ??? can anyone advise on this? Done from 3dsmax or LodEditor? From LE I tried the Auto Shader calculator but no result.
Edit: Looks like I might need SLOT’s one per weapon… but how do I set them? is there a sequence or just drop them anywhere? should I link them to objects or slot 1 is weapon1 for the DATA?
And about those scripts… are they anywhere so that we could see or understand the logic what might be needed?
Edit: Ok no SLOT just script Longbow. radar antennas don’t turn looks like they are going to turn and they snap to initial position.
Weapons and sensors now came alive… they turn but don’t follow correctly and all the way… ok I have limitations with xdof but when they are in vis range they should I believe…? Also both sensors have the same rotation but they turn in reverse. hmmm strange… shooot I forgot to see the M2 machine guns. -
Just WOW… talk about fast and precise …
http://www.avizstudio.com/tools/atiles/
A scripted 3ds Max plug-in for creating roof tiles, tiled floors, brick walls, fences, and more. -
expensive…not regarding money so much, but tris expensive for sure :mrgreen:
but nice tho -
Also shadows… ??? can anyone advise on this? Done from 3dsmax or LodEditor? From LE I tried the Auto Shader calculator but no result.
If you are saying your model does not cast a shadow… maybe is material configuration. Is your material Ptype 9? Check the “Surface Ptype settings” document in https://skydrive.live.com/redir?resid=454D0138A0656698!231 inside the “Exporter” folder. Also reread page 9 of the Exporter manual. I have to reread all this stuff many times cause I tend to forget this settings.
A table explaining what all the ptypes are used for (i.e. lights, glass, etc, solid etc) could be of great help. Many are probably unused. I remember having used ptype0? for point lights on airbases and other ptype (can’t recall… ptype16?) to “illuminate” an untextured solid object (small circle signal polygon lighted)
I am moving home and have notes on some of this but they must be inside a box who knows where.
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Thanx BlackWolf well none is ptype 9 ptype20 21 and 26. I also reread every time…
I don’t know ptype 26 is what for, but it is transparent to other 3d objects and clouds. Meaning if a 3d object is behind the ship it’s shown and I have a city in front of my ship … :lol:
I will change it at some point. For now for the shadows I tried to play with the texture but not so satisfactory yet. Maybe I should try ptype 9 and see if it solves the issue.Well that matrix you say would be of great help. Please provide what ever you will find.
ptype 16 didn’t know so good to know.
ptype 20 is glow
and
ptype 21 is transparent like glassI also found this:
Re: New 3d toys? XIII
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Postby hc_pookie » September 14, 2001, 04:13:00 PM
Nice EF2K shadow model!!Did you notice if it is a solid black polygon or transparent? I found that I had to toggle the trasparency of the B-2 shadow so that it was just like the F-16 shadow. If you load up the F-16 shadow LOD (LOD #2224) and select any of the nodes, you will find that the “node type” is “14”. This means the ‘transparent’ flag is enabled.
Check it in LE in the LOD Edit screen:
1. Double-click on the CP node to open the “Node - Culled Primitive” screen.
2. Click the “pType” button
3. Click the Options-Transparent radio button.
4. Make sure the following conditions are met:
Color - single
Texture - none
Shading - none
Options - TransparentThis is a “type 14” CP node. Now you have the same transparent shadow as for the F-16.
- Jerry
here: http://tactical.nekromantix.com/forum/viewtopic.php?f=19&t=20328&p=166699&hilit=ptype#p166699
From LE Manual we must link those with the numbers:
Change Polygon Type (10):
As described within the Definitions section, the Polygon Type defines what attributes the polygon has. If you desire to change these attributes, you can click the “C” button.You will be presented with a Change Polygon Type screen, which consists of groups of checkboxes that define the attributes. Simply click the options you desire and click OK.
Note: Not all combinations are available in Falcon so you may see “Error” displayed in the New field. If “Error” is shown, that means you must choose a different combination.Options:
The options you can choose from are Colors, Shading, Textures, Point or Line. some of these have sub-options:Colors:
Single indicates that only one color will be used to define the polygon.
Vertex indicates that a color may be applied to each vertex of the polygon.
Shading:
None indicates that no shading will be applied.
Single shading is applied to the first vertex only.
Vertex shading is applied to all vertices.
Texture:
Texture indicates that a texture is applied and mapped to the polygon.
Chroma indicates that the texture chromakey (Index #1) is transparent.
Transparent indicates that he texture is defined to allow light to pass through (24-bit alpha channel).
Options:
None indicates that the pType has none of these attributes.
Transparent indicates that he polygon is defined to allow light to pass through.
Point indicates that this node is a point (1 vertex).
Line indicates that this node is a line (2 vertices).hmmm looks like we could do it…???
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AFAIK shadow models are only required for aircarft. In POH there are vessles that have no shadow model, just the model itself, using ptype9 for everything but lights and they cast shadows normally.
Check it out:
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Yeap I know I don’t mean those… shadows. As I see now ptype 26 is also transparent so probably sun light passes by and doesn’t reflect. - create shadows on the ship. I mean a part of the ship create shadow on the deck.
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So I created a List having side by side LODEditors ptypes settings and WaveyDaves ptype List.
In WaveyDaves List Ptypes 0 / 1 / 27 / 28 / 29 do not exist. I marked those entries in red. As it came to my attention they follow an hierarchy so in some cells that was clear I added the info to those I was not sure I wrote NO INFO.In LE List when I crosschecked some I found that I had typos, or LE was playing with me. I corrected as many as I could find. Please if you have the time and willing crosscheck my list so that this human factor is out of the equation.
I have a column of Comments where I wrote what I know or read in the forum.
The goal is to fill all those cells and get the info from Developers or guys that know or remember how it works.
If something is missing and should be on the list please tell me so. I believe a column or two with image alpha or dxt1/2/3/5/ version of the dds texture file should be also in that list.
I hope something good will come out of this and have a good reference list.
Here is the List:
https://1drv.ms/x/s!AtJa23BCDEy5gbsPNCJJF5h59JjreQ
So My Questions now:
Color (From LE List) has Single or Vertices… this must be Vertex Colour Single and Per Vertex in WaveyDaves list, what does this mean and do? I mean as a result in Falcon gfx engine.
Same goes for Shading it has the values of None Single Vertices. As Bald Eagle Posted when Shading is None the area will glow at Night. Also I understood well?
Shading=Smooth So Single=Facet / None=None / Vertices=Smooth Group?
Texture now in LE=WaveyDaves List
None=
Texture=
Texture Chroma Clip=
Texture Chroma Clip Transparent=
Texture Transparent=
But couldn’t get a clear picture on this… So how it goes and how it affects Falcon gfx engine as a result.Finally Options have the values of None Point Line and Transparent…
As I recall Point is used for airports lighting source, meaning the point from which the light will illuminate… same goes for line? The rest? -
Per vertex IMO means you can set different colors to each vertex of a polygon. I think it can be used to create a colour transition from vertex to vertex. This would then only make sense when using solid color instead of texture.
Single would be that the polygon has one color only (for the vertex and faces)
Desde el móvil.
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from the screenshots thread
The objects that are behind the fence are shown infront of it. I have noticed that with a model I’m building I set transparency all over and this happens.
Is this a material setting or a bug? I mean there are several transparency materials maybe one of those doesn’t behave like that.
Also the trees that also use the same material type (probably) but for sure use transparency are ok.
Does it happen with airplanes and canopy? Never observed but I believe it would be obvious.
So maybe we should declare all transparencies as canopy? Which one is it for canopy?
Edit just checked. It doesn’t happen. So is this the solution?
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hmmm new q here.
Has to do with canons on vehicle models.
To move them you set the dof’s. ok
You assign the longbow script and they turn.Now how about tracking the target? Now as I set them they seem kinda to follow the target but their aim is not centered to the target.
Any insights how to do it?
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ok I guess I’ll just leave it as is or just erase the dof’s so not to look funny. Maybe I’ll leave just the radar antenna turning endlessly.
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OK I looked at the ZPU-2 and the 2A65 and the Nike ADS
My observations from LE say that there are
2 DOF’s one rotate in x and one rotate in y.
in some there is a switch which alters the model. I believe this has to do if the unit is movable so it takes it’s form (model) as the device - vehicle is to be transfered like human operators are gone and parts fold or unfold so that wheels can operate and look normal while traveling.And there are in some SLOTS which as I understand are the weapons to be fired like missiles and etc that don;t show up on the actual vehicle model.
Does this apply for Gun fire also… I mean I have 2x50mm bullet guns on the ship for AA do I have to set a SLOT to understand it as a gun? If yes how and where do I set it?Finally I don’t see any script on those models.
So in my case for the radar antennas that I need them to turn constantly I need the LongBow script. Right?
About the guns turning towards targets as I see in the above models they don’t have turning limitations so their cannon can turn all the way.
Is this intentional, meaning it is interpreted by the code in a certain way and has to be like that or it is just not important if I use a limited rotation DOF?
I mean if the cannon in a ship turns all the way at some points it will shoot on the ship it’s self. So I used limited DOF’s to prevent such cases. -
Ok i will ask here. Is there a 3ds max script that can help me to find any orphan dofs or switches? thanks in advance