PinkyandBrains Beginners guide
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Almost no one else could have told all these better or more clear… thanks a lot for having pointed it out, Arty. +10000.
Only hope that ‘someone’ will listen and do consequently, because IMHO making things easier isn’t to give away pieces of no one else’s ‘power’, but is sharing knowledge to increase it and grow up.
This heritage could be a major task, and impossible if left to a few or one only good will guy. But it’s also the better way I know to assure a longest life to Falcon - not Free, AF, Open or BMS: Falcon, enough.With best regards,
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Another find asking for verification or guidance please.
It’s about radius and bounding box to calculate the hitbox and radius dimensions for the model for LE.
If you create the sphere and then use scale then the radius remains to the initial size always regardless the scale you do. So the result in Listener with the max script to calculate the dimensions is wrong if you apply scale.
So the correct way is to set - change the radius value in the sphere properties and just move around the sphere model so to fit the whole model to be exported. Right?
Same applies for the bounding box. Right?Damn I though scale was altering those properties xyz sizes.
So if we scale up our models and then we want to see their dimensions from the properties they are all wrong?
Why doesn’t this sound logical to me? -
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So the correct way is to set - change the radius value in the sphere properties and just move around the sphere model so to fit the whole model to be exported. Right?
That is the way this script works. I looks at the radius property and doesn’t take into account the scaling factor.
Same applies for the bounding box. Right?
Not sure but could be that the bounding box does take into account the scaling. Should be pretty easy for you to test e.g. create a box, run script, scale box, run script compare results.
Damn I though scale was altering those properties xyz sizes.
Not sure what xyz properties you refer.
@Arty:So if we scale up our models and then we want to see their dimensions from the properties they are all wrong?
No, but it depends on what tool you use and how that tool calculates the dimensions.
@Arty:Why doesn’t this sound logical to me?
Look at some of these links
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-ACF04A2D-B87A-4A9B-8D6D-ECE015A204A5
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_FDBE6AA6_36D2_47CB_81D7_BB8DE867E306_htm
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_6FA37CAE_61A9_4864_87B0_BA6EC7EBBA32_htmRegards
Dave -
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Has to do with day night switch model.
I cloned each entity I wanted to have day - night model (copy not instance).
The whole model is subdivided to 9 sets. Each set is a feature in LE-Falcon.Day model is ptype9. Night model is ptype20. Double checked.
I use only one texture where I have separated the areas for day and night DXT5.
I have 2 switches. One for day models one for night models. They are not attached to one poly but are separated ones. Meaning set1 has 22 Entities. Day switch has linked 2 day entities. Night switch has 2 night entities. The rest are not linked in any switch. Same goes to other sets… I’ve gone 2 days now in every detail of them and checked ptypes and uvws and re mapped them as I had 2 separate textures and now I have only one.
Day switch is unticked (off) Night Switch is ticked always On.When I export the set’s - features all look fine. In LE when I import I set the nSwitch to 2. in LE in 3d viewer I see them all fine, I change the switch and the model flips and looks just fine as it should.
The problem is that in Instant action in Falcon 3d from pit I always see the night model - texture. I created a new TE just in case but same result.
Can please someone tell me what I’m doing wrong?
In a previous attempt I created a plane and I found I must have one texture. Tested and ok, but actually I was wrong. I forgot to uvw map the night plane. Once I did and export it I always see the night model.
EDIT: hmmm now I see the ptype must be the same for day-night?
EDIT2: Redone the plane test model using same ptype, tried once with ptype9 and another time with ptype20. NOGO. I always see the night model -texture.
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Have you updated nSwitch in Parent window?
Sorry I have not read it:
I set the nSwitch to 2
Why 2? You should use the switch 0, so nSwitch-1
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Have you updated nSwitch in Parent window?
Both updates done every time i replaced the model.
One inside LOD Parent Data window.
One outside at LOD Parent Selection window at Parents area.If that is what you mean and I understood correctly.
How else you update nSwitch? -
Have you updated nSwitch in Parent window?
Sorry I have not read it:
Why 2? You should use the switch 0, so nSwitch-1
2 cause there are two switches, one for night plus one for day. or it’s not that way?
nSwitch -1?
you mean minus one?
or one?
or zero which is the number of the switch?
I tried it already (1 in nSwitch) not working. It shows default the day model if I untick the switch displayes the night in LE. In Falcon I see always the night model.
Now I imported your apartment LOD and I see it in LE. It has way different approach then what is displayed in the video.
I see default the night texture model and when I untick the switch I see the day texture - model.Also it has the day model to always ON I conclude to this cause the linked CP’s are ptype9 and the ptype 20 switch probably night is off.
EDIT: I just tested your apartment LOD. With nswitch set to 0 doesn’t display anything. With nswitch 1 or 2 always displays the day model texture.
Dead End…
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I’m talking about switch number.
3ds Max:
So if you use switch 0. Your Parent nSwitch will be 1.
0 + 1
Another example:
If the last number is e.g. switch 15, then nSwich should be 16.
15 + 1 -
I’m talking about switch number.
3ds Max:
So if you use switch 0. Your Parent nSwitch will be 1.
0 + 1
Another example:
If the last number is e.g. switch 15, then nSwich should be 16.
15 + 1It is exactly like your first picture.
and thanx for the clarification of the nSwitch usage - setting.I’ll record a vid to show you that this doesn’t actually work as I do it.
I will create it from scratch.
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And here is the video:
Sorry at the end falcon didn’t record but it always showed the night texture, during day and during night at 00:00 hours.
I’m uploading and the falcon 3d test display.
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Your video is too long.
I will give you an idea … Put on your parent some other model (LOD), for example: Street Light. Then you will see where is the problem, model or date. -
Your video is too long.
I will give you an idea … Put on your parent some other model (LOD), for example: Street Light. Then you will see where is the problem, model or date.??? street light?
Street light has one switch only. By default is off and it’s ptype 16.
So which are the prerequisites?
For sure the switch?
But for day doesn’t have to replace it with anything… So I don’t think it is the correct answer to the problem.as I start to think of it looks more logic one switch only for night model.
Day must be transparent ptype?? or it’s alpha full black on the day area? so not to display during night? which will use alpha channel?
Night should not be transparent.
so when night kicks in would be viewable over the transparent day model?Just thinking loud here…
Can actually someone clear this out?
I ain’t the only one here… Nove? any one else? -
Arty Ok, give me a link to your test LOD, please.
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here you are:
http://www.mediafire.com/file/m6gjizw411f7yb0/day+night+test.7z
all inside
max file
lod file
dds textureUpper left area is for day lower right area is for night.
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here you are:
http://www.mediafire.com/file/m6gjizw411f7yb0/day+night+test.7z
all inside
max file
lod file
dds textureUpper left area is for day lower right area is for night.
Thanks.
The first view is wrong material setting …. -
Which is wrong? Day or night?
And which is the correct matterial type?I already tried ptype9 for day and ptype20 for night.
sent from my mi5 using Tapatalk
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Ok Guys I believe I found something but not the switch thing.
I recall I have tested it in the past and it was working ok. It was without Switch. I separated (detach) the polygons - area I wanted to light up and I made them as a ptype that glows at night. So ptype 20 or 22.
https://www.benchmarksims.org/forum/showthread.php?12073-3D-Cities-for-Falcon&p=170531&viewfull=1#post170531Maybe it will work with switch, but most probably not with the info we have.
And after a long search… I found this from the past, Not so accurate on the ptypes but has good info:
Hi Arty,
Any node that is not shaded pType will “glow” at night, (e.g., pType = 2, 4, 6, 8, 12, etc.). A node that is not shaded will always show its full color. Nodes with this pType on aircraft are used for navigation lights. For “Feature” building’s windows, this type of node used for the windows will look normal during the day and lit at night. No Switch is required.
It would be super nice if we could figure out the switch thing. Gives another option and more playfull aspect on texturing better things out like make shadowing effects and etc.
In my gut’s it says it needs 3 switches of type zero (0)???
I found a post from Ramsay showing the 2 switches but both switches are linked to something else which doesn’t show.
https://www.benchmarksims.org/forum/showthread.php?12073-3D-Cities-for-Falcon&p=166926&viewfull=1#post166926so maybe a parent switch connected with two other switches. One for day and one for night?
In my model I need an alteration of the models cause at night it just doesn’t light up but changes color also… sooo…