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The SAS Factory - Tech Help, Ancient Mods etc. => Tech Help : Making Mods => Tech Help (other than BAT or IL-2 Great Battles) => 3d Modding => Topic started by: vonOben on June 27, 2017, 10:49:34 PM

Title: Gmax questions
Post by: vonOben on June 27, 2017, 10:49:34 PM
Hi

I'm about to try learning Gmax to be able to edit some IL-2 models.

I've installed Gmax,the Buggy Buggy plugin and the MshConverter 1.18 by Dr Jones.

As I've understood I can't use buggy buggy if the mesh file is a textfile, but instead use the MshConverter to convert to 3ds and then use the Gmax import.
What I tried was to open the hier.him file and convert the complete aircraft to 3ds.
In MshConverter I changed the numbers in Save Options tab as suggested on the Forum:
U offset 0
V offset -1
U scale 1
V scale -1

In Gmax I selected File > Import and I did Un-tick Convert units option, but then I get the 'improper' format error in Gmax.  :(

Perhaps this is not the right way to do it?  :-[

Suggestions would be highly appreciated.  :)

Best regards

vonOben
Title: Re: Gmax import?
Post by: Mission_bug on June 28, 2017, 01:05:26 AM
Hello Per, here is a quick tutorial have a go and see if it helps. ;)


Find the model you want, click on the hier, then select open in Mshconverter and go to the 'save to 3DS' option:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%201_zpsobnohsyl.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%201_zpsobnohsyl.jpg.html)

With the model open you then add the name you want to use for your file to ‘Model’ and save to 3ds:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%202_zpspucabsqf.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%202_zpspucabsqf.jpg.html)


Open gmax and go to open listener and use edit ‘clear all’ to remove the text in listener:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%203_zpsgcn1x0hu.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%203_zpsgcn1x0hu.jpg.html)


Then go to the right and find ‘3DS import’ and select:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%205_zpsuchw5q5a.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%205_zpsuchw5q5a.jpg.html)


A drop down will appear ‘import 3DS’ select it:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%205_zpsuchw5q5a.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%205_zpsuchw5q5a.jpg.html)


You will then be invited to find your file, mine is usually in my documents:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%206_zpsdfck7zoh.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%206_zpsdfck7zoh.jpg.html)


Select your file and click open and in gmax you will see a run error box appear, just click anywhere on the screen and
it should disappear and you should see the complete model in the various windows:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%207_zpsulexkylk.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%207_zpsulexkylk.jpg.html)


You can remove the text from the listener as before because it will be necessary if you want to extract anything during
this current session you have open, just save your model to a gmax file and you should be good to go:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%208_zpsb4adoy9c.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%208_zpsb4adoy9c.jpg.html)


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Import%209_zpszjtj07om.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Import%209_zpszjtj07om.jpg.html)


Have a go at that  and see if you can import the particular model you want to alter, not sure about exporting the whole
model, it should be possible but I usually just need to take out certain parts individually rather than the whole project.

Getting things out is by selecting the listener and using the Buggy option and saving as a mesh using the name you want
it to have in your project.

See if the above is clear and we can then go on, you need the parts in gmax before proceeding.

The above is for a model already in the IL-2 format, generally only certain files saved in a certain format can be opened
in gmax, in the past some of the models I worked on were kindly converted for me so I could open and work on them.


Note:

You will need a script adding to your gmax set up for the 3DS, not sure where I got mine but this looks
the most likely from looking through what I just downloaded:

https://neverwintervault.org/project/nwn1/other/gmax12-3dsmax4-importexport-plugin-script-collection


Some of these will be useful if you make new stuff and need to map your parts, others you will not
use but keep them all on your hard drive somewhere. ;)

The folder 3DS contains the script for the importing inside a zip:  import3ds

If you need to map things the Quake3 folder has the scripts for that.


It has been some time since I set up my install so not entirely sure how to advise on that but I think for the
import you just drop the script file 'import3ds.ms' into the script folder in gmax.







Wishing you all the very best, Pete. ;D
Title: Re: Gmax import?
Post by: mandrill on June 28, 2017, 07:08:15 AM
I have been doing exactly the same thing as you, Von Oben. I found that it sometimes took 2 or 3 attempts to get the model to appear as a .3ds file in GMAX. Don't know why. I just kept trying over and over and eventually the file would actually come onto the GMAX screen.

Here is another thing I have discovered so far. I just want to alter the scale of some static objects in order to populate my maps. At first, I imported all of the .mesh file into GMAX. This included shadows and hooks and collision boxes. But I couldn't change the size of these when I changed the size of the mesh for the visible part of the model.

So I re-imported each mesh file into GMAX from scratch and this time, I carefully checked that no hooks, shadows, lods or other stuff were imported. And now I have simply the visible mesh that I can re scale in GMAX.

(Now I just have to figure out how to put all the stuff I did not import back in and UVW map the object and then export it back into IL-2!!!)
Title: Re: Gmax import?
Post by: western0221 on June 28, 2017, 07:21:22 AM
According to Which version MshConverter you are using .....

> V scale -1

This parameter change is needed or NOT needed ..... different.

This "V scale -1" is needed by originel MshConverter 1.18 .
But newer MshConverterEX is NOT. You have to keep its value "1" to write out correct .3ds / .obj data.
Title: Re: Gmax import?
Post by: mandrill on June 28, 2017, 07:28:15 AM
Mission_Bug: What are those "scripts" and how do they work?
Title: Re: Gmax import?
Post by: Mission_bug on June 28, 2017, 12:03:11 PM
Mission_Bug: What are those "scripts" and how do they work?


The 3DS script enables you to import the object you want into gmax, however, it only works for some files not all as
it depends on whether they are a format that can be read by gmax.  In the past things such as the Geezer objects
had to be converted in such a way that I could load them because even though gmax is itself a version of 3Ds max
it does not necessarily mean you can take any file from that programme and use it in gmax.

The example I provided above for Per used a model already in IL-2 so there was no problem doing it the way I showed
using the script I mention.

How these things work is not something I can explain, sorry, I can only try and provide a example of something I tried
that was successful.


The other script mentioned for Quake3 basically allows you to save a mapped part and in conjunction with a special
programme allows that mesh to be textured, it bakes the coordinates of the mapping to the part so to speak so in game
it will show the texture you make.  Again, you would need a technical person to fully explain what happens.


As I mentioned to you recently in a PM Mandrill I can try and take you through certain processes such as importing and
exporting but first I need the mesh you are working on so I can attempt it first to make sure that part is compatible first of all
and I can do it before I could be certain that what I explain is valid, this thread is a good place to do that as I do not like doing things
through PM but prefer to have it so everyone can see the process. ;)

Please be aware I am no 3D Master so for me it is easier to try it first before I pass on the experience to others. :D


Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Gmax import?
Post by: mandrill on June 28, 2017, 02:32:59 PM
Much obliged, Pete - as always.

I managed to import my meshes into GMAX. Let me try and muddle my way through a little more and then I will either show what I have done with my notes, or ask the community for help.
Title: Re: Gmax import?
Post by: Zoran395 on June 28, 2017, 08:15:36 PM
Mandrill, I saw a script posted by Mike/ Storebor in the Superschool section for resizing objects. This may do just what you need...

https://www.sas1946.com/main/index.php/topic,50304.msg549113.html#msg549113
Title: Re: Gmax import?
Post by: Mission_bug on June 29, 2017, 03:13:10 AM
Much obliged, Pete - as always.

I managed to import my meshes into GMAX. Let me try and muddle my way through a little more and then I will either show what I have done with my notes, or ask the community for help.

Okay Mandrill, no problem. ;)


Scale seems to be a recurring issue for those using gmax, my settings:

(https://s22.postimg.cc/7b8yxmva9/Scale.jpg) (https://postimg.cc/image/lug3z1of1/)


I myself suffered this when I imported my first object into the game. :D



The two scripts I generally use for importing are:


Import 3DS, the script is in the link I provided, and shown here is one of the Alphasim models that can be found
in a link provided by Dreamk somewhere in the forum:

(https://s10.postimg.cc/8am1icemx/Import_He_OBJ.jpg) (https://postimg.cc/image/9pnm72fpx/)


Wavefront Import OBJ, not sure where the script for this comes from, it could be in gmax as default but was used for
the 'Geezer Objects' I put into IL-2 format some time ago:


(https://s13.postimg.cc/ggjjb7o2v/Import_OBJ.jpg) (https://postimg.cc/image/3p5d4pear/)


These were the files that Geezer had to convert for me so I could use them, however, there must be a particular way
they are made as I have not been able to open all files I tried that were in that format.

Also, sometimes the files I import are not actually together as in the image above but can be in pieces and you
will need to bring all the parts together to make the object a whole.


Generally if I download something I go for OBJ format as not everything that is marked as 3DS can be opened, maybe
the Alphasim models were converted especially for gmax users, but then again even OBJ can be a problem and will
not open, this really does fuck with your head.

This is why I say send me the file and I will try it first, if I cannot open it then it might be that you need to ask someone
with 3DS Max or some other programme to convert it first.  As I have said before though that is not a guarantee
it will open as there must be a particular way they are saved, not being that technically astute myself all I can do when
I ask someone is is tell them the type of files I have been able to open in the past, Geezer actually was kind enough
to try a few times before we got files I could actually import.

They say a picture is worth thousands of words and a image of one of your files opened in my gmax is proof enough
that what I try to explain does actually work, I could describe the method over and over again until I am Blue in the
face as they say but you might not be able to open the file you have and you will think either I am doing it wrong or
you are not grasping what I say, or both.  It can be very frustrating continually trying to follow a tutorial and seemingly
getting nowhere, however, if someone else can actually open the file you have then we are part way there at least.

I can understand if folks do not want to send their project files to to me, you might not want others to see your project,
that is understandable, however, for me to explain how I do it means I need to be able to test what I am telling you. 
So, I need at least something in the format you are trying to open so I can provide in pictures a worked example for those
asking the question and others looking in who might have experienced similar problems themselves.

Per actually told me what he was trying to do, open something in the sim and adding it to gmax, so I tried what
he was asking for and the result is the images I posted to him and are what you see here in the thread.

I actually asked Per to ask the question here in the forum and he did, that way we could hopefully show
others having the same problems how to overcome them by showing a worked example. ;)

Also, even if I cannot help there could be someone who can, remember there are hundreds of great models
out there in games such as FSX that were created in gmax and even though it is ancient it can be a very
effective programme even now especially for older games like IL-2.



A few links:

Milton Shupe made a tutorial for a Cessna using gmax intended for FSX users but it has proved invaluable for me when setting up to make the Lysander, some of the
links might be problematical and you might have to find scripts to make the videos run:

http://www.sim-outhouse.net/tut/fs9/c162/

As most folks generally want to add objects to the game please take a look at the KevinP tutorial for IL-2 buildings it is a must for anyone making stuff for IL-2 as it tells you all you need to know about construction and damage models and all the necessary stuff to make them work:

http://allaircraftsimulations.com/forum/viewtopic.php?f=82&t=32219


Here Is a video by Scott Armstrong showing texturing in a different way to the one in the Milton Shupe tutorials but for buildings, it takes a while for the pictures to show as he is talking for a bit at the start:

https://youtu.be/4cqpSRQmRko




Take care.


Wishing you all the very best, Pete. ;D




Title: Re: Gmax import?
Post by: mandrill on June 29, 2017, 08:33:43 AM
Pete, it's going to take me a while to work through all your many kind suggestions. But I will comment right away that Milton Shupe has now made a 50-episode mega tutorial series for GMAX modelling that I have had the mods sticky at the top of this section. I have been watching and re watching Milton's videos over the last 2 or 3 days and find them very, very helpful.

Milton starts with a couple of intro vids on the GMAX interface, then goes into basic modelling tools and then more sophisticated constriction techniques. He also has about an hour on UVW mapping techniques!!!
Title: Re: Gmax import?
Post by: Mission_bug on June 29, 2017, 02:33:05 PM
Great find on the Milton tutorials mandril, I was not aware of them so will certainly take a look myself, I need all the help I can get. 8)


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on June 30, 2017, 04:52:23 AM
Hi guys

Thank you very much for your help!  :)

That is a very imformative tutorial Pete.  :)

The info about different parameters when using MshConverter 1.18 and MshConverterEX was also good to know, thanks western0221.

I've now imported my first 3d model succefully into Gmax!  :)

Now I'll try to learn using Gmax, and will probably be back with some more questions...  ;)

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on July 01, 2017, 02:30:21 AM

I've now imported my first 3d model succefully into Gmax!  :)



Great to know Per, you are now on the way to years of daily frustration and constant "what the fuck" moments now you have taken the road of the Black arts, you are truly lost forever to the life that was before. 8) :D

Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: mandrill on July 03, 2017, 08:30:46 PM
As most folks generally want to add objects to the game please take a look at the KevinP tutorial for IL-2 buildings it is a must for anyone making stuff for IL-2 as it tells you all you need to know about construction and damage models and all the necessary stuff to make them work:

http://allaircraftsimulations.com/forum/viewtopic.php?f=82&t=32219

I worked my way through the KevinP tutorials over the Canada Day long weekend. There are 5 of them: - 2 introductory tutorials on making ground plates and then skinning them and 3 basic building construction videos. The videos cover constructing a live mesh, collision mesh and dead mesh, skinning them and exporting them to IL-2. It includes a review of the Buggybuggy Exporter script and Lith unwrap.

KevinP is a great tutorial writer and the tutorials are pretty straightforward and very informative. (There are a couple of points here and there where the narrative isn't detailed enough and the user has to start clicking buttons, etc to come up with his own solution. But nothing major!)

But here is the problem. Kevin's tutorials simply don't appear to be what object builders are actually doing. I compared his exercises to Canon's England and France objects and Canon's stuff has no hooks, for example. But Canon's stuff works perfectly well! Canon's buildings also have no shadow meshes!

And Canon's dead.mesh objects have 2 levels of destruction, which is something not covered by KevinP.

So Kevin's stuff is a must-use, but with certain caveats.
Title: Re: Gmax questions
Post by: Zoran395 on July 03, 2017, 09:22:18 PM
Agree with you Mandrill.
I fought my way through GMax without these tutorials and I use a simpler way:
- Simplistic box for collision.
- Single shadow mesh.
- No hook.
- No smoothing groups at all.
- No LOD03 for simple objects.

I also use Buggy-Buggy exporter and a listener so no copy/paste in text files.
Title: Re: Gmax questions
Post by: mandrill on July 04, 2017, 05:51:42 AM
i thought of trying a simple box for collisions too, but I am not there yet.

Canon's objects have no hooks OR shadow meshes. I wonder if these are necessary at all. The test object from KevinP's tutorial loaded happily and looked just fine without a hook or shadow mesh.

Have you worked out how to do the 2-level destruction in your dead.mesh's??
Title: Re: Gmax questions
Post by: Zoran395 on July 06, 2017, 06:00:52 AM
A lot of what is around for modelling has been brought by Il-2 experts who model planes/ships. This is 100'000 times more complex than a barn with 16 polys.
They need hooks to link effects and have complex hierarchies with the numerous parts of their models moving.
They need serious LOD management between walking around an aircraft on the ground and seeing a foe miles away in the skies. The same goes for shadows and destruction levels. Lets not even mention classes and all the coding required...

Back to the barn made of 16 polys:

For 2-level destruction, I cannot really see the point for the small barn (you hit it with an explosive shell, it goes up in flames).
It would make more sense for a large city block but I prefer to use the same mesh as the Live object with destruction only represented on the texture. It shows that the building has been hit but has not completely collapsed.
I think that the multiple levels of destruction are plane-centric, you need to first have the bullet hits, then loose a rudder or part of your wing then you explode in pieces.

I focus on objects with super low poly count and the smallest number of texture/mesh calls because I have a large city of 3.5 million people in mind. I also try to balance the size of the textures (indexed files, no transparency if possible) with the visual aspect. FPS when I fly over that big city is the critical test with of course the visual enchantment ... ;)
Title: Re: Gmax questions
Post by: mandrill on July 06, 2017, 02:55:08 PM
Thanks for some very good suggestions, Zoran.

Will you get shadows without a shadow mesh?? Canon and other modders do not use shadow meshes.
Title: Re: Gmax questions
Post by: Zoran395 on July 07, 2017, 05:16:02 PM
Quote
Will you get shadows without a shadow mesh??
Have a try! On the very first objects I did, I missed the shadow mesh and was wondering what was wrong with my destroyed building: burned wood post or beams look better when they project a shadow, especially if you have other buildings with shadows nearby.
The other thing is that if I bother doing BumpH files for textures, surely I can get into the effort of making a shadow mesh. It takes less than a minute to do!

Here is something else. I have been using Autodesk products for years now (AutoCAD, Revit, Navisworks) and GMax is just another one I just added to the list. I use the same keyboard and mouse techniques to get the job done faster.
In short, if you are right-handed, mouse actions all on the right side of the screen and keyboard shortcuts on the top left corner (around the 'escape' key).

To build the 16 poly barn there are a limited number of actions you run all the time and it is worth streamlining the process by tweaking GMax interface:
(https://s24.postimg.cc/43ymgqk05/IL2-_GMax-_Static_Obj-_UI.png) (https://postimg.cc/image/nyko2uz7l/)
This one has 38 polys by the way... and the Yandex Screenshot Tool is great

There are lots of changes you can do to the user interface to suit your design technique.
It means that you can save yourself from having to scroll down a mile-long list to pick "Unwrap UMW" 60 billion times.




Title: Re: Gmax questions
Post by: mandrill on July 08, 2017, 05:18:24 AM
Those are very good ideas!

And I like the building you made as well!

What is the Yandex screenshot tool?
Title: Re: Gmax questions
Post by: Zoran395 on July 08, 2017, 06:35:26 AM
He he, the "Collapse Stack" I just started using, amazing how a single click on a button is faster than a right-click-select-click...

I am on Yandex (https://en.wikipedia.org/wiki/Yandex) for cloud services and their Windows desktop client is shipped with a screenshot tool with which you can annotate + share online very quickly.
Title: Re: Gmax questions
Post by: Mission_bug on July 08, 2017, 12:08:36 PM
Hello guys, the only parts I have made so far myself are the various items it the KevinP tutorials but they give you
a good grounding in how to go about it.


Take a look through this thread, you could find some inspiration from the fun and games I had importing Geezer's objects
into IL-2:

https://www.sas1946.com/main/index.php/topic,50259.msg548693.html#msg548693


I agree with Zoran that shadows are a must, I also use the co-commons to provide damage, however, lods are something
I have yet to experiment with even though I think they are as essential as the other parts.

Even without anything else a shadow helps provide the appearance of all times of day and different time zones, a must
for the immersion in any game I think.

For the hit box (co-common) I will usually make it take the shape of a building although just a simple box is adequate
for most objects, for buildings such as hangars I try and provide three, one either side and a top so that your vehicles
and aircraft can move into them and through them.  These are really important not only for damage effect but there is
nothing more strange than watching a vehicle go through something in game that it should not.

I had a go at making a hit box for the Sky Scraper objects once but the game seems to have a limit to how high it can be
and still work, try flying through those buildings it is very odd, guess the 1C team never envisaged a America Bomber
hitting New York during 1946 development.

Generally I will always provide a dead object of some sort, preferably in a actual damage state but definitely with at
least a darkened texture to give some indication of damage, even from the air the difference is noticeable and remember
also that for campaigns movies are made that take the player into close contact with the objects you make.

A word about shadows, I usually just make a copy of the object itself and use that, however, be aware that if the object
had two textures that will give you a odd shadow effect.  The trick is to clone your object and re apply only one of the textures
and then use that as the shadow, it will look odd in your 3D programme but in game it is just a shadow.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: Zoran395 on July 08, 2017, 05:43:58 PM
Quote
A word about shadows, I usually just make a copy of the object itself and use that, however, be aware that if the object
had two textures that will give you a odd shadow effect.  The trick is to clone your object and re apply only one of the textures...
Good to know, same with the size limitation you mentioned for the skyscraper.
There is limit as well for ed_m01 files in maps (I found it playing mad scientist in my lab...).
For the double texture I wonder if removing the UMW map + removing the material would do?
I am yet to have a double-texture object, living in the 16-poly barn world !
Title: Re: Gmax questions
Post by: mandrill on July 08, 2017, 08:25:20 PM
Pete,

Why don't you try 2 or 3 smaller collision boxes, one above the other?? It might be a size limitation, not a height limitation.
Title: Re: Gmax questions
Post by: Mission_bug on July 09, 2017, 02:52:16 AM
Hello guys, the double texture thing I found when I added these to the game:

https://www.sas1946.com/main/index.php/topic,47396.0.html

Take a look at the WIP thread, link in that page.

The riders and horses used two separate textures as did some of the buildings in the Geezer objects, most IL-2 stuff generally only uses the single texture
but as they were from another game maybe there was a reason their authors did it that way.


Hit boxes stacked one above the other could I suppose do the trick Mandrill, thank you for the thought, if I can find time I will experiment. 8)

Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: mandrill on July 11, 2017, 06:33:07 AM
Pete

The Aviaskins guys made a Pripyat set of 1970's Soviet buildings that includes a nice high rise apartment block. I can check how they managed the collision mesh. Or you could d/l the objects - which are extremely nice!!!! - yourself.
Title: Re: Gmax questions
Post by: Mission_bug on July 11, 2017, 02:10:53 PM
Hello mandrill, I do actually have all those objects, thank you anyway. ;)

Mstislav from AviaSkins did some amazing murals for some of them based on artwork found on actual buildings where he lives. 8)

Strange thing is I also have some maps from the same source but as of yet I have not tried destroying the buildings on them. o_O

I feel a experiment coming along. :D

Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: mandrill on July 11, 2017, 07:42:19 PM
Hello mandrill, I do actually have all those objects, thank you anyway. ;)

Mstislav from AviaSkins did some amazing murals for some of them based on artwork found on actual buildings where he lives. 8)

Strange thing is I also have some maps from the same source but as of yet I have not tried destroying the buildings on them. o_O

I feel a experiment coming along. :D

Wishing you all the very best, Pete. ;D

The high rise is building S16 and it does have a collision mesh. I haven't tried destroying it either.
Title: Re: Gmax questions
Post by: Mission_bug on July 12, 2017, 01:10:58 AM
Hello again, I managed to give it a try last night by both bombing it and flying the aircraft into it, the Co-Common works because the aircraft was destroyed, however, like previous tests this does not then add any kind of damage texture to the building which was a problem in a previous experiment with the Skyscraper mod see here
later in this thread:


https://www.sas1946.com/main/index.php/topic,50438.msg550575.html#msg550575


It was only possible to activate something at the lower level.


What I am looking to do is have a dead texture actually appear when the building takes some kind of damage, however, from the earlier experiment while it was possible to get the Co-Common to work the damage texture would not appear so the question was really what kind of force was required for that and was there a game limit to how big the building could be in game to allow the damage texture to activate, ie some calculation of force and mass say determined by the impact of a object.


Wishing you all the very best, Pete. ;D

Title: Re: Gmax questions
Post by: Zoran395 on July 15, 2017, 07:57:33 AM
You probably know about this one already, but for some light reading, very relevant info even if not for IL-2 but ToW:
http://pigeonh.free.fr/ToW/Creating%203D%20models%20for%20ToW%20Tutorial%20draft%200.2.pdf (http://pigeonh.free.fr/ToW/Creating%203D%20models%20for%20ToW%20Tutorial%20draft%200.2.pdf)
Title: Re: Gmax questions
Post by: Mission_bug on July 16, 2017, 02:35:04 PM
Hello Zoran395, I have not seen this tutorial before and will take a look through, thank you very much, really appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on April 20, 2018, 12:51:33 AM
Hi

Sometimes when I open a MshConverter 1.18 EX converted plane in Gmax some meshes are not correctly placed.  :(
I've followed the steps posted by Mission_bug.
When I open the hier.him in MshConverter everything is placed correctly.

Is there anything to do about it?

An example as shown in Gmax:

(https://s20.postimg.cc/wdjhzuwzh/Alb_D1-_MSHcon-_Gmax.png)


Thanks for any help!

Cheers

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on April 21, 2018, 07:21:34 AM
Generally if I want to open a mesh in gmax I open it and save to 3ds and it will normally open okay.

There are times I have been asked to make objects IL-2 compatible and usually I ask for them to be sent to me as obj, however, I do not know why but sometimes one obj file will have the parts all over the place when opened and another all together as a complete object.

Another thing to be aware of is that parts such as rudder, aileron and other moving parts are centered in gmax and orientated a certain way so if you take a part from the game and save them as 3ds then open them in gmax that is usually where they will be rather than where you see them in game because your hier places them in the correct place on the aircraft.

Now I have never tried to actually open a complete aircraft, which is what I think you are describing, however, I would assume the parts that are out of place might have been extracted that way and later moved into position in the game with the hier so could still retain their original coordinates from where they were when extracted.

You would need to provide more information I think, complete aircraft?  Single meshes?

Please explain exactly what you did.

Anyway, somethings to think about, maybe others can step in and advise.


Hope that helps.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: Mission_bug on April 21, 2018, 10:00:07 AM
Okay, just for the experience I imported the Lysander back into gmax. ;)

I saved the hier to 3ds before and this is what it came out like after all the clips, dead and shadows
were removed. :D


(https://s9.postimg.cc/pbqbyg51b/Import.jpg) (https://postimg.cc/image/5tvoii83f/)


Cleaning things up further you can see the position of my rudder and other control parts around
the centre so this basically confirms there is nothing wrong as far as my thoughts go.

(https://s9.postimg.cc/d9uy4agdb/Import_2.jpg) (https://postimg.cc/image/4eu3trrkr/)


So, yes parts not aligned is what I would expect for the import as I know from my model where they were
positioned for exporting.



Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on April 22, 2018, 12:28:03 AM
Hi Pete

Yes it's a complete plane Albatros DI, and I just wanted to see how to model looks in a 2D view.

In MshConverter 1.18 EX I select "Export just mesh" and in Output > Filter Export only "Main mesh" is selected.
In Output Other (Max) Options is "Generate Hierarchy" and Limit name to 10 char" selected.
Then File Save to 3ds and the result when opening in Gmax as shown above.

I've now tried with obj format using the script "Wavefront OBJ Importer v1.1a" by Chris Cookson, but it gave an "Error reading OBJ file" and then "Runtime error: Out of scripter memory - use options to increase.

But I found the solution to fix that error.
In gmax.ini i increased the InitialHeapSize as shown below.

[MAXScript]
InitialHeapSize=100.000000

Now everything seems to be correctly placed:

(https://s20.postimg.cc/pqtmfg9zx/Alb_D1-_MSHcon-_Gmax-obj.png)

Thank you very much for the tip Pete!  :)  :)  :)
Title: Re: Gmax questions
Post by: Mission_bug on April 22, 2018, 02:05:34 AM
Okay. glad you are sorted out and happy. 8)

I just open the mesh or in the example above the hier and save to 3ds and import, the method you mention seems to be how my converter is set anyway, to limit to ten char but for me I cannot remember if it made any difference or not with or without.

I usually get two run errors when opening up gmax, from the video tutorial posted here that is normal, I also get one when I import the part using listener and the 3d import button.  Just clicking on the text in listener or on the screen gets rid of that, never did find why it happens, maybe I set up gmax badly originally.

Anyway, the main thing is you found a solution to the issue you reported, I guess there are various ways and each are valid. ;)


Take care.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on April 29, 2018, 02:00:36 AM
Hi

Back with some more questions.
I have imported a msh to Gmax, made some dimension edits and then exported to msh with the Buggy Buggy exporter.
I notice that the new msh file is larger than the one I imported.

Example:

Original msh:
[FaceGroups]
52 40
0 0 52 0 40 0

Exported msh:
[FaceGroups]
104 40
0 0 104 0 40 0

Is that ok?

I have also some display problems with the new mesh: :-[

(https://s20.postimg.cc/ozvvzqiu5/Display_Error.png)

What has gone wrong and how should I fix this? 

Thanks for any help!

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on April 29, 2018, 03:48:40 AM
There always seems to be more text in the exported mesh than in the original, maybe that has something to do with the import/export process especially if the mesh was made in a different 3d program, it does not seem to affect the actual size of the part as far as I noticed. 

If you change the dimension of the part then that will alter the numbers you get because they reflect the coordinates of the part, did you double the length for instance or width of the part you imported?

If so then that is most likely what you are seeing as it only seems to be one number doubled.

The strut you show looks like one of the faces has been deleted or maybe that face has been flipped to show the opposite face, as far as I know all opposite faces on a model are see through.

For a fuselage most make the internal skin by cloning the original and flipping it so the one you see is on the other side, both are then attached and it looks like one item coloured on both sides.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on April 30, 2018, 12:45:46 AM
Hi Pete

Thanks for the info, much appreciated!  :)

What I meant was that the msh-file is larger in bytes than the original msh-file.

I probably made some newbie mistake, so I remade the edits and now everything displays correctly in-game.  :)

Best regards

vonOben
Title: Re: Gmax questions
Post by: vonOben on May 11, 2018, 01:45:17 AM
Hi

Some more GMax questions:

Albatros DI exhaust pipe is interfering with one of the struts.

(https://s20.postimg.cc/nc8bckiul/Alb_D1-_Exhaustpipe.jpg)

I've tried to move the exhaust pipe using Modify: Editable Mesh
If I select Element I can select most of the Exhaust and move it, but not quite all polygons.

(https://s20.postimg.cc/jfuzgldal/Alb_D1-_Engine1.jpg)


Also looking from underneath there are several polygons on the old positions and stretched to the new position.

(https://s20.postimg.cc/bn4bonhm5/Alb_D1-_Engine2.jpg)

I assume the exhaust pipe is made as a spline, but I haven't figured out how to edit it.  :-[

Which is the correct way if I want to select the whole exhaust pipe and move it?
Another possible way would be to rotate it slightly instead of moving.

Thanks in advance for any help!

Best regards

vonOben
Title: Re: Gmax questions
Post by: western0221 on May 11, 2018, 02:13:10 AM
Any of IL-2 1946's 3d models are made by only vertices and triangle polygons.
Splines on GMAX / 3ds Max (or other modeling applications) are completely converted into vertices and triangle polygons before exporting IL-2 1946's .msh format.

Newly imported object from .msh format (into GMAX / 3ds max) is made by pure vertices and triangle polygons and impossible to restore previous spline data.

(https://www.mediafire.com/convkey/501a/5cl6pwdpl493shs6g.jpg)

Easy editing is choosing vertices and moving.
(https://www.mediafire.com/convkey/9c1e/k6188adp2cr9j3u6g.jpg)

When only moving existing vertices makes non smooth strange looking, insert new vertices and replace polygons is needed.
Title: Re: Gmax questions
Post by: Mission_bug on May 11, 2018, 06:37:29 AM
Here is a worked example. ;)

When you select 'Element' you do not necessarily pick up all the bits of the part which is why you
had the issue you showed with vertices still attached and stretched:

(https://s7.postimg.cc/c0p7bw05n/Albatros_1.jpg) (https://postimg.cc/image/pudk0xsqv/)


You can check around the part and select the missing faces but I opted to select this and then you can
move or detach it:

(https://s7.postimg.cc/cq7zo9vkb/Albatros_2.jpg) (https://postimg.cc/image/a8w8h0bnr/)

You can now clearly see the vertices of the exhaust pipe, select what you need and pull out:

(https://s7.postimg.cc/8h39m47qj/Albatros_3.jpg) (https://postimg.cc/image/xactmrqqv/)

Once done move back the area/detached part selected earlier and put it back in position:

(https://s7.postimg.cc/6ciwl0iyj/Albatros_4.jpg) (https://postimg.cc/image/721oxdjhz/)

I actually moved the area seen and then detached it, remember then to give it a centre point and if
you like make see through to help move it back in position.  Do not forget to make it visible again.


With the parts back in position select your exhaust pipe as that is still named correctly and use the
attach function:

(https://s7.postimg.cc/xzvlz4jkr/Albatros_5.jpg) (https://postimg.cc/image/zex6nuknr/)


Job done, extract and add all the hooks to the mesh again and hopefully all is good.


Selecting 'ignore backface' is usually beneficial to avoid picking up other areas, however, always check
because what you might think is a backface might not necessarily be so. ;)


Hope that helps.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on May 13, 2018, 12:49:13 AM
Many thanks for the explanations guys!  :) :)

I followed your detailed example Pete and all went well and it looks good in Gmax.  :)

But in this part I got lost:
extract and add all the hooks to the mesh again and hopefully all is good.   :-[

Could you please explain that some more, please?

I've only done some simple Gmax editing so far and the 3D models have been without hooks....

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on May 13, 2018, 02:54:22 AM
Hello again, vonOben glad it helped. 8)

Usually when you save the mesh to 3ds it will save all the hooks and co-common entries and this
is what it all looks like in gmax when you import it in using 3ds:

(https://s31.postimg.cc/j1ftxkfej/Albatros_6.jpg) (https://postimg.cc/image/ymx5hircn/)


Here are the bits that determine where the engine will smoke when hit and are at the top of
the mesh when opened in notepad:

Code: [Select]
[LOD]
100
1500
5000

[Hooks]
_Engine1ES_01 <BASE>
_Engine1EF_01 <BASE>
_Engine1Smoke <BASE>
_Clip03 <BASE>
_Clip04 <BASE>
_Clip05 <BASE>

[HookLoc]
-0.640588 0.556435 -0.529176 -0.360317 0.390743 0.847049 0.6781 0.73328 -0.0498117 -0.403713 0.0831647 0.3404 //_Engine1ES_01
-0.640588 0.556435 -0.529176 -0.360317 0.390743 0.847049 0.6781 0.73328 -0.0498117 -0.403713 0.0831647 0.3404 //_Engine1EF_01
0 1 0 1 0 0 0 0 -1 0.0 -0.541882 0.186672 //_Engine1Smoke
0 -1 0 0 0 1 -1 0 0 2.24109e-007 -1.60103 0.00761113 //_Clip03
0 -1 0 0 0 1 -1 0 0 2.17698e-007 -1.16687 0.665023 //_Clip04
0 -1 0 0 0 1 -1 0 0 2.17762e-007 -1.16538 -0.439606 //_Clip05

[Materials]
Gloss1D0o

[FaceGroups]
5400 2754
0 0 5400 0 2754 0


If you need and want them you will also need to add your shadow and lods again and then down at the bottom the
co-common are what determines what is damaged by bullets, hit boxes to you and me.

Code: [Select]
[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 6

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name xengine1

[CoVer0_b0p0]
-0.00286163 -0.348116 -0.433825
0.328667 -0.337135 0.0667639
0.231563 -0.0864992 0.490642
-0.00286164 -0.0836053 0.622655
-0.237286 -0.0864992 0.490642
-0.33439 -0.337135 0.0667639
-0.237286 -0.344127 -0.251915
0.231563 -0.344127 -0.251915
0.328667 -1.18316 0.0452735
0.231563 -1.17617 0.469174
-0.00286163 -1.17327 0.601164
-0.237286 -1.17617 0.469174
-0.33439 -1.18316 0.0452735
-0.237286 -1.19015 -0.273406
-0.00286163 -1.19414 -0.359922
0.231563 -1.19015 -0.273406
0.270494 -1.3291 0.0377834
0.190423 -1.32333 0.30053
-0.00286163 -1.27749 0.408352
-0.196146 -1.32333 0.30053
-0.276201 -1.3291 0.0377834
-0.196146 -1.33487 -0.224963
-0.00286163 -1.33835 -0.288348
0.190423 -1.33487 -0.224963
//24 verts

[CoNeiCnt_b0p0]
9
5
5
5
5
5
4
4
6
6
6
6
6
6
5
7
5
5
5
5
5
4
10
3

[CoNei_b0p0]
2
1
3
4
5
6
7
14
15
0
2
7
9
8
0
1
3
9
10
0
2
4
10
11
0
3
5
11
12
0
4
6
12
13
0
5
13
14
0
1
15
8
1
9
7
15
17
16
1
8
2
10
17
18
2
9
3
11
18
19
3
10
4
12
19
20
4
11
5
13
20
21
5
12
6
14
21
22
6
13
0
15
22
0
14
7
8
22
23
16
8
17
15
23
22
8
16
9
18
22
9
17
10
19
22
10
18
11
20
22
11
19
12
21
22
12
20
13
22
13
21
14
15
23
16
17
18
19
20
22
15
16

[CoFac_b0p0]
0 2 1
0 3 2
0 4 3
0 5 4
0 6 5
0 1 7
1 9 8
1 2 9
2 10 9
2 3 10
3 11 10
3 4 11
4 12 11
4 5 12
5 13 12
5 6 13
6 14 13
6 0 14
0 15 14
0 7 15
7 8 15
7 1 8
8 17 16
8 9 17
9 18 17
9 10 18
10 19 18
10 11 19
11 20 19
11 12 20
12 21 20
12 13 21
13 22 21
13 14 22
14 15 22
22 15 23
15 16 23
15 8 16
22 16 17
22 17 18
22 18 19
22 19 20
22 20 21
22 23 16
//44 faces

[CoCommon_b0p1]
Type Mesh
NFrames 1
Name xxeng1case

[CoVer0_b0p1]
-0.132969 -0.219881 -0.428934
0.132878 -0.219881 -0.428934
-0.132969 -0.198444 0.314165
0.132878 -0.198444 0.314165
-0.214596 -1.20797 -0.264467
0.214505 -1.20797 -0.264467
-0.214596 -1.19752 0.300776
0.214505 -1.19752 0.300776
-4.56179e-005 -1.37533 0.0530054
//9 verts

[CoNeiCnt_b0p1]
5
4
4
5
5
5
5
5
4

[CoNei_b0p1]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
8
0
2
6
8
7
4
0
1
3
2
7
4
8
8
5
1
3
6
5
7
4
6

[CoFac_b0p1]
0 2 3
3 1 0
8 5 7
5 8 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
6 8 7
8 6 4
//14 faces

[CoCommon_b0p2]
Type Mesh
NFrames 1
Name xxeng1cyls

[CoVer0_b0p2]
-0.0921203 -0.767773 -0.23132
-0.107648 -0.197668 -0.239031
-0.120285 -0.202471 0.291599
-0.1241 -0.188105 0.598485
-0.117322 -0.612412 0.594297
-0.103118 -0.924755 0.594297
-0.0881311 -1.16313 0.598485
-0.079384 -1.16609 0.120407
-0.0809514 -1.16132 -0.227888
0.0924251 -0.188569 -0.249315
0.0798033 -0.193372 0.281316
0.0759867 -0.179006 0.588203
0.0827649 -0.603312 0.584014
0.0969694 -0.915656 0.584014
0.111956 -1.1622 0.588203
0.120704 -1.16516 0.110124
0.119122 -1.16039 -0.238172
0.107952 -0.758673 -0.241603
//18 verts

[CoNeiCnt_b0p2]
8
4
5
6
4
7
4
6
4
4
5
6
4
7
4
6
4
8

[CoNei_b0p2]
2
1
3
5
7
8
17
9
0
2
10
9
0
1
3
10
11
0
2
5
4
11
12
3
5
12
13
0
3
4
7
6
13
14
5
7
14
15
0
5
6
8
15
16
0
7
16
17
1
10
0
17
1
9
2
11
17
2
10
3
12
17
13
3
11
4
13
4
12
5
14
11
17
15
5
13
6
15
6
14
7
16
13
17
7
15
8
17
8
16
0
9
10
11
13
15

[CoFac_b0p2]
0 2 1
0 3 2
0 5 3
3 5 4
0 7 5
5 7 6
0 8 7
1 10 9
1 2 10
2 11 10
2 3 11
3 12 11
3 4 12
4 13 12
4 5 13
5 14 13
5 6 14
6 15 14
6 7 15
7 16 15
7 8 16
8 17 16
8 0 17
0 9 17
0 1 9
17 9 10
17 10 11
13 11 12
17 11 13
15 13 14
17 13 15
17 15 16
//32 faces

[CoCommon_b0p3]
Type Mesh
NFrames 1
Name xxeng1oil

[CoVer0_b0p3]
-0.0766173 -0.529889 0.412101
0.0757557 -0.529889 0.412101
-0.0766173 -0.161968 0.403317
0.0757558 -0.161968 0.403317
-0.0766173 -0.526417 0.570072
0.0757557 -0.526417 0.570072
-0.0766173 -0.158498 0.561288
0.0757558 -0.158498 0.561288
//8 verts

[CoNeiCnt_b0p3]
5
4
4
5
5
4
4
5

[CoNei_b0p3]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p3]
0 2 3
3 1 0
4 5 7
7 6 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
//12 faces

[CoCommon_b0p4]
Type Mesh
NFrames 1
Name xxeng1eqpt

[CoVer0_b0p4]
0.110298 -0.199776 0.255278
0.110298 -1.17641 0.24174
0.110298 -0.193095 0.559665
0.110298 -1.16973 0.54615
-0.11039 -0.199776 0.255278
-0.11039 -1.17641 0.24174
-0.11039 -0.193095 0.559665
-0.11039 -1.16973 0.54615
//8 verts

[CoNeiCnt_b0p4]
5
4
4
5
5
4
4
5

[CoNei_b0p4]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p4]
0 2 3
3 1 0
4 5 7
7 6 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
//12 faces

[CoCommon_b0p5]
Type Mesh
NFrames 1
Name xxeng_sync

[CoVer0_b0p5]
0.0506138 -0.45593 0.221141
0.0506138 -0.9622 0.221141
0.0506138 -0.45593 0.307829
0.0506138 -0.9622 0.307829
-0.0460442 -0.45593 0.221141
-0.0460442 -0.9622 0.221141
-0.0460442 -0.45593 0.307829
-0.0460442 -0.9622 0.307829
//8 verts

[CoNeiCnt_b0p5]
5
4
4
5
5
4
4
5

[CoNei_b0p5]
2
3
1
5
4
3
0
5
7
0
3
6
4
0
2
1
7
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p5]
0 2 3
3 1 0
4 5 7
7 6 4
0 1 5
5 4 0
1 3 7
7 5 1
3 2 6
6 7 3
2 0 4
4 6 2
//12 faces



These are what I mean when I say " add all the hooks to the mesh again" because they are important for making the model work correctly in game.  There must be a way of extracting all them out again with the part you work on, however, I never figured that out.

I Just delete all those hooks and clips when I import the part in gmax then manually add them in again from the original saved mesh once my altered part is extracted.


I show you these because a lot of modded aircraft only have those entries, not all have shadows and lods but they are
important to the functionality of the mesh in game.


Hope that answers the question.


Wishing you all the very best, Pete. ;D


Title: Re: Gmax questions
Post by: vonOben on May 14, 2018, 04:31:09 AM
Thanks again Pete!  :)

A lot of stuff was missing in the exported msh-file so I copied the content of these sections from the old msh-file:

[LOD]
[Hooks]
[HookLoc]
[ShVertices_Frame0]
[ShFaces]
[LOD1_Materials]
[LOD1_FaceGroups]
[LOD1_Vertices_Frame0]
[LOD1_MaterialMapping]
[LOD1_Faces]
[LOD1_ShVertices_Frame0]
[LOD1_ShFaces]
[LOD2_Materials]
[LOD2_FaceGroups]
[LOD2_Vertices_Frame0]
[LOD2_MaterialMapping]
[LOD2_Faces]
[CoCommon]
[CoCommon_b0]
[CoCommon_b0p0]
[CoVer0_b0p0]
[CoNeiCnt_b0p0]
[CoNei_b0p0]
[CoFac_b0p0]
[CoCommon_b0p1]
[CoVer0_b0p1]
[CoNeiCnt_b0p1]
[CoNei_b0p1]
[CoFac_b0p1]
[CoCommon_b0p2]
[CoVer0_b0p2]
[CoNeiCnt_b0p2]
[CoNei_b0p2]
[CoFac_b0p2]
[CoCommon_b0p3]
[CoVer0_b0p3]
[CoNeiCnt_b0p3]
[CoNei_b0p3]
[CoFac_b0p3]
[CoCommon_b0p4]
[CoVer0_b0p4]
[CoNeiCnt_b0p4]
[CoNei_b0p4]
[CoFac_b0p4]
[CoCommon_b0p5]
[CoVer0_b0p5]
[CoNeiCnt_b0p5]
[CoNei_b0p5]
[CoFac_b0p5]

Then I tested in game and it worked and looked ok as far as I could see.
The exhaust smoke needs to be moved  of course.
Anything else that could be wrong after moving the exhaust pipe?

Another qustion please:
If I want to extend some part in an angle that is not X,Y or Z, how do you do that?
For example if I would like to extend or shorten the end of the exhaust pipe.

(https://s20.postimg.cc/n4vpdf0il/Alb_D1-_Exhaustpipe2.jpg)


Is it possible to add a temporary co-ordinate system that gets oriented to that angled part and if so how is that done?

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on May 14, 2018, 09:57:59 AM
Hello again vonOben, as I said earlier even though all the various hooks, hit boxes and shadows will be saved and imported by the 3ds script I do not know of a way to export everything again together, would save a lot of messing around, doing as you mention is the way I go. ;)

It is surprising just how much is in the mesh of a aircraft model made correctly as per the IL-2 specification, it can be quite daunting to think when you make a new part you need to add all that not just for one mesh but all. :o


The main hook for the exhaust outlet is I think the only major one that you can actually see if it is wrong and you have already done it, shadows as well I suppose.  Anything that leaks is another, but that depends on say how big the tank is, so as long as it was somewhere near enough I guess it would do.  Hit boxes can be placed in a particular spot, again though how accurate they need to be is up to you.


Not sure what you mean by moving at a angle.

You can select specific areas of vertices and push and pull them where you want them to go, however, I do not know if there is a specific tool that you can give a certain set of parameters to move the bit you want say to specific degrees of angle, .

There is a scale tool that can enlarge/stretch/widen a group of selected vertices or the whole part, maybe the vertices at the end of the pipe could be squeezed together, looking from above you could shorten it in a specific area.

Experiment and see what happens is the way I do things, make a save before you try though to preserve the part as it is now you have altered it.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: western0221 on May 14, 2018, 10:07:25 AM
As I said in Reply #40, the most basic way to change shapes is moving vertices.

View port can be rotated freely not limited XYZ coordinate, and Transform Gizmo can be moved following not only World XYZ coordinate but also parent object coordinate / object itself local coordinate AND current view port coordinate.
You can change "Reference coordinate system" in toolbar.
Title: Re: Gmax questions
Post by: vonOben on May 15, 2018, 04:34:11 AM
Hi

I'll try to explain with another example.

A mesh is angled to the X,Y or Z planes and needs to be extended (or shortened) in the direction of the red arrow in the picture.
How do I do that?

(https://s20.postimg.cc/qksvk0ywt/Extension.png)


Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on May 20, 2018, 09:43:18 AM
Hi

I'll try to explain with another example.

A mesh is angled to the X,Y or Z planes and needs to be extended (or shortened) in the direction of the red arrow in the picture.
How do I do that?

Best regards

vonOben



Yes, I already understood what you were trying to do, already answered. ;)


Select and pull down:

(https://s9.postimg.cc/r9uk8sblb/Strut_1.jpg) (https://postimg.cc/image/606xxxvaj/)


Then across:

(https://s9.postimg.cc/ga9cx6svz/Strut_2.jpg) (https://postimg.cc/image/v67w4s4aj/)


Trouble with this is you can affect the mapping if you just move the bottom vertices as it will stretch
that area.


Using the scale tool will allow you to lengthen, shorten or adjust the width of the whole part, parts if you select both
but again it can distort things.


Maybe lay the part flat and extend it using one of the above.


There is nothing more I can add, sorry, as I said you need to experiment and find what works for you.



Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on May 21, 2018, 04:28:01 AM
Many thanks Pete, your examples help me alot!  :)
And I'm very grateful you take the time to teach me.  :)

If I understand you correctly you start by extanding vertically and then horisontally?
Do you calculate how much to extend in the two directions to get the extension in the correct angle, or do you extend so it looks reasonable ok?

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on May 21, 2018, 11:47:43 AM
Hello again, the above was done purely as a example so no measuring of any kind, just pulled it down and then across so it matched up. ;)

You could I suppose make a mesh to use as a measure so that you could pull each set of vertices by a equal amount, kind of like a template angled to that of the struts.

There is actually a measure tape tool in gmax so you could make the template to a specific length by calculating how much the distance between each set of vertices needed to be moved individually to make the overall length.

As I said before, trial and error, you need to experiment.

You could just pull the bottom row of vertices to make your strut longer and see what effect if any it has on the look once the texture is added, all depends on how particular you are as regards accuracy and look.


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on May 22, 2018, 04:12:46 AM
Thanks again Pete!  :)

I'll do some testing now!

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on May 25, 2018, 06:51:34 AM
Thanks again Pete!  :)

I'll do some testing now!

Best regards

vonOben

Nice one, I look forward to seeing what you release. 8)


I am still learning myself so I can only really pass on things from my own experience, I might not do it right which is why I say experiment, sadly I do not have all the answers so at best my comments are at merely a rough guide. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on May 28, 2018, 04:26:11 AM
Hi

I'm a bit confused regarding how the 3ds files exported from MshConverter displayes in Gmax.  :-[

In this exemple MshConverter display Engine1_DO, L1 Engine1_DO and L2 Engine1_DO:

(https://s20.postimg.cc/o0i4smtyl/Engine1_D0-_Msh_Converter.png)

When I open the 3ds in Gmax there are double objects for everything:

(https://s20.postimg.cc/oejgrrghp/Engine1_D0-3ds-_Gmax_import.png)

Why is that and how do I handle it in Gmax and what do I select when exporting back wit BuggyBuggy Exporter?

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on May 31, 2018, 04:45:03 AM
I do not know why that happens vonOben, the first two in brackets read as per the hier, however, I ignore them and select those not in brackets. ;)

Again with the doubling up not sure but it might be the lod and its shadow although usually it would be clearly labelled as such, if you select the part it will tell you whether it is the main mesh or shadow.

I stick to selecting what is clear to be the main part, select in the normal way and see what reads in modify window and copy and paste that entry as you export.

Cannot say I ever had a issue or really noticed any problems myself, however, that is not to say there were none. :D


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on June 04, 2018, 04:08:08 AM
Thanks Pete!  :)


I made a new 3ds export, and this time the meshes in MshConverter and those in Gmax matched.  :)
Not sure what happened previously...presumably a user error...  :-[

Best regards

Per
Title: Re: Gmax questions
Post by: vonOben on June 28, 2018, 12:31:40 PM
Hi

Made my first little 3D model: A new side-radiator for the Albatros D.I (without any skin at this point):

(https://s20.postimg.cc/iu173p1rx/Albatros_DI-new_radiator.jpg)

I've studied Kevin's tutorial "Basic 3D Buildings"  and there is a section called "Smoothing":
The game automatically smoothes all the edges to make them look more rounded. To stop this you have to detach all the polygons that you don't want smoothed.

Does this also apply to plane parts?

Best regards

vonOben
Title: Re: Gmax questions
Post by: Mission_bug on June 29, 2018, 12:30:52 AM
Congratulations on your first part. 8)

I think with buildings there is a obvious necessity to have the angles that constitute the walls and other similar parts so smoothing I guess could make things look odd certainly for corners and such.

To be honest I have the smoothing option on when doing anything in gmax, some do not and prefer to manually do certain areas, something to do with lighting issues I think. When I do any adjustments as I develop the mesh I use the option to remove them all and reapply using the auto function.  Sorry to say I am still learning myself so cannot really give you a definitive answer although judging from what I can see of your radiator maybe just leave as is because the shape would indicate there are no particularly hard edges.  Any flat planes such as for cooling slats would not really be noticeable do to their small size.

This is a subject I myself really need to look into also, maybe as for mapping once you read a little and experiment it is not as daunting as it might first appear, that said I still fumble about with mapping as there are various ways for that as all things.

I never was a particularly good student, always wanted to tinker instead of reading the instructions thoroughly first. :D


Wishing you all the very best, Pete. ;D
Title: Re: Gmax questions
Post by: vonOben on June 29, 2018, 04:57:10 AM
Hi Pete

Many thanks for charing your knowledge and experience.  :)
I wouldn't have come so far without your kind assistence.  ;)

Next step is mapping and I hope you are right: "as for mapping once you read a little and experiment it is not as daunting as it might first appear".
My idea is to follow Kevin's tutorial "Basic 3D Buildings", or if there are better ways I'm open for suggestions?

Best regards

Per
Title: Re: Gmax questions
Post by: vonOben on October 14, 2018, 11:57:43 AM
Hi

I've started on a wing radiator for the Albatros DII Late version using the Albatros DIII radiator.

(https://i.postimg.cc/kgN2817F/Albatros-D3-Radiator.jpg)

This model have sides and top faces, but no bottom faces.

How can I add faces to the bottom?

Thanks in advance for any help!  :)

Best regards

vonOben
Title: Re: Gmax questions
Post by: SAS~Ghost129er on October 20, 2018, 05:40:30 PM
Try this:

-Convert to editable poly
-Select edge editor mode
-select all edges and then use the cap button
-Convert back to editable mesh and asd UV map/edit it when finished.

Sorry for no pics to explain. This method is done using 3DS Max and I am unable to show what I mean as I have no access to any 3ds Max software at the moment.
Title: Re: Gmax questions
Post by: western0221 on October 20, 2018, 07:13:54 PM
Depends on each modelers' taste or 3d shape needs ......
I like and usually use "Polygon" --- "Create" mode and vertices selection, instead of edge - cap.
Same results / similar results can be get via different operation ways.

Screenshots from 3ds Max 9, but almost same on GMAX.
(https://www.mediafire.com/convkey/82a6/e180u64aogzunx16g.jpg)
Choose vertices one click and another click in order of counter clockwise.

When you choose the starting vertices again, the polygon is made.
(https://www.mediafire.com/convkey/abb2/bynvt2vrukl4w3b6g.jpg)
(https://www.mediafire.com/convkey/ba8a/q6er6drwqqzxiyz6g.jpg)

When Create polygon makes strange overlap or shadow / crease not wanted, try Create triangle mesh mode.
Choosing 3 vertices gives a triangle mesh.
(https://www.mediafire.com/convkey/39e4/r70d35emq15o2cw6g.jpg)


For using Buggy Buggy Exporter, +1 process is needed to avoid bugged export result of 3D model (like strange shine and shadow looking).
When the new polygon / triangle is wanted to be a part of the continuous surface (a section of a plane or rounded surface) with neighbor ones, that's OK.
But you want new Edges between old polygons and new made polygons, "Detach" the new made polygons.
Buggy Buggy Exporter decides each polygon / triangle mesh is continuous without edges or separated with edges ..... by the vertices are shared or not. "Detach" operation gives the separating edge.

Maraz Exporter in 3ds Max needs the different operation to decide continuous surface or edge separated, by the way.
Title: Re: Gmax questions
Post by: SAS~Ghost129er on October 21, 2018, 12:10:26 PM
Wow thanks for the share western. Must try this someday and see the results. Looks like a good method.
Title: Re: Gmax questions
Post by: vonOben on November 23, 2018, 11:00:07 PM
Many thanks for sharing good knowledge!  :)

I made the lower radiator as a separate mesh instead.

But I'm sure I'll can use it in the future!  :)

Best regards

vonOben