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#2878507 - 10/12/09 01:08 PM
Re: Rendering Sequence Tree calculation/generation
[Re: rollin]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
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Hi Rolin. Clearly you need to build your part models, and export them to 3dz. Then, assuming the bulkhead elements are there, you'lll just need to run the RS calc, and Normals calc, and add these results to your model. I presume the exported model will be in 3dz format? This is the easiest to work with, as you'll just need to convert your 3dz to text, to add the results and convert back, and try in game. 
_________________________
Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2878832 - 10/13/09 03:02 AM
Re: Rendering Sequence Tree calculation/generation
[Re: Col. Gibbon]
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Junior Member
Registered: 10/07/09
Posts: 47
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Ok my tests didn't came out the way I hoped..
Is it important in which order the Elements are?
so does this work
E1 E2 E3 ... En bulkhead En+1 bulkhead En+2 bulkhead
or
E1 bulkhead E2 bulkhead E3 bulkhead E4 E5 ...
or
E1 E2 .. E3+x bulkhead ..... En En+1 .. En+y bulkhead ..... Em Em+1 .. Em+z bulkhead
it seams to me that the rs_cals is starting with element 1 and then proceeds to "grow" the tree.. if it comes into an infinite loop at element 22 it never ever looks up elements faar beyond element 22.. so if all bulkhead elements are at the end of the element-list they are somehow useless
is this true?!
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#2878839 - 10/13/09 03:32 AM
Re: Rendering Sequence Tree calculation/generation
[Re: rollin]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
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Hi Rolin. It makes no odds where the bulkheads are. If your getting an error at 22, then there is a problem in the way you have built this part of the model.  Concave elements will give the RS cals a headache, so try not to have any.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2879498 - 10/14/09 03:01 AM
Re: Rendering Sequence Tree calculation/generation
[Re: rollin]
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Junior Member
Registered: 06/09/09
Posts: 42
Loc: Australia
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great would be an rs_calc script within max but therefor I had to know how Gurney does his calculation I found this page a useful explanation of generating a rendering tree, but have since come across this page from Gurney himself although I haven't read the latter too much. Regards, David
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#2879524 - 10/14/09 04:40 AM
Re: Rendering Sequence Tree calculation/generation
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
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This was the thread I was looking for! This post included input from John Parquin, who wrote a lot of the PAW code. http://simhq.net/forum/ubbthreads.php/topics/504294/1.htmlRead this thread from Page 1.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2880099 - 10/15/09 01:34 AM
Re: Rendering Sequence Tree calculation/generation
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
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Some more light reading on the subject of building models. Only 38 pages! The EAW Skunk Works thread was where we took Gurney's RS calc, and discovered it was the way you put models together, which had to be done in a certain way. It all seems silly now, but all the in for , which was discovered at the time, is very relevant for anyone who wants to get a new model working in EAW. http://simhq.net/forum/ubbthreads.php/topics/2130868/1.html
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2881401 - 10/17/09 04:03 AM
Re: Rendering Sequence Tree calculation/generation
[Re: rollin]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
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Hi Rrollin. Yes, that sort of silly problem used to cause me hours of scratching of my head, and frustration. Now, I know better, but even now, I still get the odd element that refuses to play ball. 
_________________________
Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2881588 - 10/17/09 10:12 AM
Re: Rendering Sequence Tree calculation/generation
[Re: Col. Gibbon]
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Member
Registered: 02/16/05
Posts: 207
Loc: Canaduh
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Hi,rollin, If you can't get a sequence with Gurneys RScalc, you should try Will Baldwin's 3dzCalc. It's a brilliant little program, and it's not overly complicated to use, either. Personally, I like having the 4 options for creating the BSP tree, but most of the time I just choose 1,1,1,1. Don't even have to move the mouse for that-- four clicks in the same spot.
Unlike RScalc, there is cutting&pasting involved in 3dzCalc, though... The horror!
Admittedly, the program ain't perfect. It can create flawed sequences. Non-co-planar Elements are especially troublesome. As the Colonel pointed out, the program works best if all your Elements are triangles (but you don't necessarily have to limit yourself to tris provided that your Ngons are co-planar). 3dzCalc also sometimes has difficulty with models that have relatively few Elements, for some reason. iirc, it won't properly sequence a box.
If you have a basic understanding of BSP trees, there's another useful feature in the program: You can delete the Normals for Element(s) of your choice, and they won't be factored into the sequence. Those Elements can later be manually added to the 3dz.txt file Sequence Sector wherever you see fit.
3dzCalc also gives the option of choosing the Root Element, which can be very handy in some situations. If you leave the Root box blank, the Calculator will try to determine a Root that gives the best balance to the tree.
I've had tremendous success using 3dzCalc on fairly complex models (including ones with concave areas).
Just another option to consider.
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