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#2890079 - 10/29/09 03:38 AM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
453Raafspitty Offline
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Registered: 04/18/04
Posts: 2775
Loc: Australia,Toowoomba
Now where is that copy of 3DMax I have here somewhere???
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#2890154 - 10/29/09 06:16 AM Re: 3dz - txt - 3ds max import / export [Re: 453Raafspitty]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
how important is the colour index stuff?

would it be enough to give the whole model one colour index or is it important to give special parts different cI's ?

and is this a lot of work in 3dz studio (it's been done..) ?


Edited by rollin (10/29/09 06:19 AM)

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#2890213 - 10/29/09 07:45 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 10847
Loc: Fleet, Hampshire, England.
Hi Rolin.

We hardly use any of the coloured polygons [type 3 & 4], so I would not bother supporting them. It's a simple job to change the polygon type in either text, or 3dz Studio.

Looks like I'd better get a copy of 3ds Max. wink
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#2890289 - 10/29/09 09:23 AM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
rollin Offline
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Registered: 10/07/09
Posts: 47
ok thx gibbon.. that makes things easier smile

another question ..the INI value is what _exactly_?



and: this is how the tool looks like atm still working on this-and-that



Edited by rollin (10/29/09 09:23 AM)

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#2890307 - 10/29/09 09:59 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 10847
Loc: Fleet, Hampshire, England.
The INI value is the maximum radius in EAW points, of the model. Say a model is 400 long by 500 wide, and 50 high, it's INI value would be 500.

It's important though, to have this figure slightly larger than the exact value, because on the larger screens it's possible to things disappear before they leave the screen. So, I would allow a further 25%, the actual maximum radius, to cover these small annoyances. wink
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#2890343 - 10/29/09 10:40 AM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
ok then I'm right with it..

that's how it works: you can calculate the true INI value trough the "get radius from mesh" button and then add a slight additional value by hand to be on the safe side

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#2890384 - 10/29/09 11:55 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 10847
Loc: Fleet, Hampshire, England.
Hi Rolin.

As you have cracked the RS calc, is there any chance you could add your code to our 3dz studio?

Or, can you make a stand alone 3dz checking version, with an element error text output/RS if successful??
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Ah that's much better!

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#2890401 - 10/29/09 12:09 PM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
hmm .. my code uses 3ds max build in functionalities so you can not just copy it..
and I don't have knowledge (and tools) to create a standalone solution let alone working on the 3dz code

Imo the fastest way would be to update rs_calc from gurney ..


there is no magic behind my solution.. I simply go down the branches of the rs tree, cutting the space along the best fitting poly into halves. And if I can't find one poly that can cut all remaining branch-polys into above/below I'm selecting all polys of this rs-loop-branch.

Fact is my calculator can not run into an endless loop like the rs_calc tends to.. so maybe gurney IS doing something different..

Isn't he around anymore?


Edited by rollin (10/29/09 12:20 PM)

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#2890402 - 10/29/09 12:11 PM Re: 3dz - txt - 3ds max import / export [Re: rollin]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 10847
Loc: Fleet, Hampshire, England.
OK rolin.

I just had to ask. wink
_________________________
Ah that's much better!

Wings Over Bytom

At home, with my great kids, Thomas, Jessica & little Nicola. smile

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#2891641 - 10/31/09 08:23 AM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
tutorial is online..
might fix some errors if I could find them though


there are some pictures if you want a small preview wink

TUTORIAL

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