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#2888683 - 10/27/09 02:57 AM
Re: 3dz - txt - 3ds max import / export
[Re: FlyRight]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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thx Rotton50 and FlyRight! I do now understand the way of piggybacks and I'm quite sure I'll not implement it into my exporter .. simply bc it's incredibly difficult to find a representation of this in 3ds max.. it's simply not build for something like that.. and on the other hand it's very easy to deal with this even by hand in the txt-file itself.. Ok but now going on.. since I've solved the RS-Problem I'm now leaving the rs-calculation treat http://simhq.com/forum/ubbthreads.php/topics/2874456/Rendering_Sequence_Tree_calcul.html#Post2874456and continuing here. One question I have atm is .. what's this about the flt-files ? is there some editor that can handle this stuff ? As far as I understand it the muzzle flashes are not added by hardpoints but in the flt file.. is this right?!
Edited by rollin (10/27/09 04:19 AM)
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#2888691 - 10/27/09 03:11 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi rolin. Yes, the flight files control where the gun flashes appear. Mr. Jelly, has an editor for these data files, just I'm not sure where it's posted. Ray should have a copy. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2888918 - 10/27/09 10:14 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi rolin.
If the original element is correctly rendered, and has correct normals, then the Hard point will also show correctly with the _f value at 0, but if it does flicker, then the good old -32768 normally fixes it.
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2888942 - 10/27/09 10:49 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Correct rolin. That's why the _f must be 0, or -32768, so it shows at all angles. If the _f value is 1,2,3...... then it's linked to the insert codes. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2889351 - 10/28/09 01:56 AM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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ok all main goals are reached.. model was build in 3dsmax and exported with my tool.. I've just used the txt-to-3dz converter now some bugfixing, implementing exception handling and polishing some stuff edit: and I have to write a tutorial for sure.. thx all for your help!! btw .. this is the wrong texture for the model.. that's why it looks so strange (me so lazy) 
Edited by rollin (10/28/09 02:35 AM)
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#2889356 - 10/28/09 02:22 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Well rolin, that is a milestone in the history of EAW for sure. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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