Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5 ... 14   Go Down

Author Topic: Rental Model IJN BB  (Read 12555 times)

0 Members and 2 Guests are viewing this topic.

asheshouse

  • Modder
  • member
  • Offline Offline
  • Posts: 836
Re: Rental Model IJN BB
« Reply #12 on: July 18, 2011, 04:04:10 AM »

"Faces" are the same thing as "Triangles" in Max.
At the moment I think that the model has much too many faces.
To work well a lot of work will need to be done to simplify the mesh.
When the mesh is altered then the UVW Mapping will also need to be re-done.
All of this is possible but may take much time.

Hull Faces seem ok
SSC needs to be divided in three maybe, and then work done to optimise the mesh.

Look carefully at parts which repeat a lot, like the secondary guns.
Maybe a lot of Faces can be saved by optimising these parts.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 898
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #13 on: July 18, 2011, 09:07:05 AM »

I tested Max's auto reducing "MultiRes" down to 85%.

Then Faces are reduced, but SSC tower modeling is broken...  :'(
It seems to be difficult to CPU auto reducing.
If more Faces 90% or 95%, there is no sense evenif modeling keep.

Finally I will (have to) divide objects more, like ashehouse said. Thanks.
Logged

asheshouse

  • Modder
  • member
  • Offline Offline
  • Posts: 836
Re: Rental Model IJN BB
« Reply #14 on: July 19, 2011, 01:32:32 AM »

Multi-Res will not create a good LOD0.
All LOD0 work needs to be done by hand to look best.
However I do use Multi-Res for making LOD1, LOD2 etc
Before using it manually remove minor details that you know will not have visual impact in the LOD
Then with the slimmed down mesh run MultiRes. Its ok for that stage.

Buggybuggy Exporter is not good at handling smoothing groups --- unless it has been improved.
I use the Maraz Exporter for getting my models into the game.
It was a little harder to learn but now is much easier and better quality export than buggybuggy

I cannot find it on SAS but its still available on AAS
http://allaircraftsimulations.com/forum/viewtopic.php?f=31&t=11214

Ashe
Logged

GJE52

  • Modder
  • member
  • Offline Offline
  • Posts: 816
Re: Rental Model IJN BB
« Reply #15 on: July 19, 2011, 02:06:43 AM »

Ashe,

I still use the Buggy exporter on Max 2009, not sure if it will support the Maraz Exporter - what version of Max do you run ?

G
Logged

asheshouse

  • Modder
  • member
  • Offline Offline
  • Posts: 836
Re: Rental Model IJN BB
« Reply #16 on: July 19, 2011, 02:25:13 AM »

I'm using it on Max 9.
It works as a Plug-In  accessed through File/Export on the menu bar.
Its currently in general use by the HSFX team so I would guess it works with later versions of Max but I don't really know. I have both this and the Buggybuggy Exporter installed but its a long time since I've used the latter, which I guess says a lot.

Maybe worth contacting Maraz to check on the current status of it?
Logged

GJE52

  • Modder
  • member
  • Offline Offline
  • Posts: 816
Re: Rental Model IJN BB
« Reply #17 on: July 19, 2011, 04:08:36 AM »

Thanks Ashe,  will look into this  ;)

G
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 898
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #18 on: July 19, 2011, 05:29:57 AM »

A new question...

Has IL-2 1946 hard-coded about .mat(material) files' file name?

Nagato MOD doesn't use default material "Matt1D0o.mat", "Matt2D0o.mat", "Beam.mat", etc.
But IL-2 1946 wants to read ship's default material "Matt1D0o.mat", "Matt2D0o.mat", "Beam.mat",
and errors (in log file, Can't open Beam.mat, or Can't open Matt1D0o.mat).

I try text search application to find what .msh file where line "Beam.mat" is needed...
But application show me "nowhere Beam.mat calling exists".
Why?
Logged

asheshouse

  • Modder
  • member
  • Offline Offline
  • Posts: 836
Re: Rental Model IJN BB
« Reply #19 on: July 19, 2011, 06:19:47 AM »

As far as I am aware it is not hard coded.

If you get the error messages that you refer to then the material name must be in the [Materials] section of one of your msh files.

To get a "clean" export of materials from Max I apply a single Multi/Sub-Object material to the whole model. Each separate tga texture has a different Material ID (CaioDulio has 10 Material ID's)



For your testing look in all the msh files and make sure you have a tga and a mat file for every material listed in the [Materials] section.    Check that the file reference in the mat file refers to the correct tga file.

While we have the image of Caio Duilio's bridge structure, how does the Nagato bridge structure mesh compare?  Caio Duilio's has 1242 faces so Nagato, with a more complex bridge, should maybe have about 4000 faces.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 898
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #20 on: July 19, 2011, 07:50:48 AM »

Now Nagato main guns fire!


Bullets arrives at half distance to an enemy....
I think this is caused by Startshell Hook vector...
I will ckeck this again.

Other AAA/guns exist funny places , this is Hier.him positions are incorrect.

So I did today...
  • I divided parts that have many meshes to small. Now all parts have under 3000 meshes.
  • Default .mat files (I think not-used DUMMY) place in IJNNagatoBB42 folder. Then Can't open error disapper. It's a mystery to me.


I think at .mat problem...
Evenif I miss material export from Max to .mat,
any .msh has the .mat's filename in text in own .msh [Materials] lines.
I try text auto find/search application around all .msh and all .mat , but application shows "No line in any .msh".
Logged

asheshouse

  • Modder
  • member
  • Offline Offline
  • Posts: 836
Re: Rental Model IJN BB
« Reply #21 on: July 20, 2011, 03:32:15 AM »

For testing main guns place target at 20km so that the gun can be seen to elevate.
If gun elevates correctly and gun flash appears to be in the correct direction then adjust the rotation of startshell in *.msh.

If the gun flash appears correct then roty and rotz are probably correct.
Try rotating rotx 90deg 180deg and 270deg to see the effect.

With target at 20km you are not likely to achieve a hit but the shell splash should be close to the target.
Its easier to see the effect of adjustments with a distant target.

Before starting these tests check the pivot point alignment in Max.

Pivot points must be located on rotation axis.

For turrets z-axis is vertical pointing upwards, x axis points in the direction that the turret faces.

For guns x axis points in the direction the gun faces, z axis is horizontal, y axis is vertical pointing downwards.

These must be correct before you export the mesh.

 
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 898
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #22 on: July 20, 2011, 06:58:44 AM »

Today I try myself Gun's .msh rotate 90 deg.
I looked at default well-running Head and Gun vector in Hier.him, copyed it to MOD's Hier.him.

Now Nagato Guns seem to reach well to enemy.
But I don't confident that is correct.

In 3D model here.


Hier.him is here.
Code: [Select]
[Head1]
Mesh Head1
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1 62.52 0 8.78
[Gun1]
Mesh Gun1
Parent Head1
Attaching 1 0 0 0 0 -1 0 1 0 -0.2 0 0

When I load Daidalos default 3D model of Gun, it's not rotated.
Even Hier.him Attaching 1 0 0 0 0 -1 0 1 0
Why? But it runs well. I don't understand.
Logged

asheshouse

  • Modder
  • member
  • Offline Offline
  • Posts: 836
Re: Rental Model IJN BB
« Reply #23 on: July 20, 2011, 07:13:17 AM »

You are using Buggybuggy Exporter I think, but I am using Maraz Exporter.
They work differently.

Maraz Exporter works out the msh coordinates relative to the pivot point axes.

Buggybuggy, I think, works out the msh coordinates relative to the real world axes.

So with Buggybuggy, before you export, you must move the object so that the pivot axes and world axes are aligned. This means gun barrels have to be rotated 90deg to line up the axes.

In the hier.him they are rotated back again.

Using MarazExporter you do not have to move the parts before export as long as the pivot axes are correctly positioned. This is one feature that makes MarazExporter better. Another is that it correctly exports smoothing groups from Max.

I hope you can understand my poor description.

In all my models I have the bow of the warship pointing in the +ve x axis direction.
So in hier.him  the rotation for the hull parts is       1 0 0   0 1 0   0 0 1
If your model is not aligned with the x axis then your hier.him rotations will be different.

In your example:

[Head1]
Mesh Head1
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1 62.52 0 8.78
[Gun1]
Mesh Gun1
Parent Head1
Attaching 1 0 0 0 0 -1 0 1 0 -0.2 0 0

Head1 is a turret facing forward.   --- so no rotation needed.
Gun1 is rotated 90deg rotx   ----  to make the pivot z axis horizontal

Ashe
Logged
Pages: 1 [2] 3 4 5 ... 14   Go Up