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#2881644 - 10/17/09 11:55 AM Re: Rendering Sequence Tree calculation/generation [Re: samovar6]
Col. Gibbon Offline
3DZ Model Builder
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Loc: Fleet, Hampshire, England.
Hi samovar6.

I tried and tried, with Will's RS calc, and always ended up with see through panels, and other errors.

The other thing is Will's RS calc will, as you said produce a result for any 3dz file, but that's not to say the model is built correctly. you could well have RS impossibilities built into the model.

If you check as you build, using Gurney's RS calc, you will be forced by the program to build a clean model, because of the way Gurney's program only gives results if you build in a RS compliant way.
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#2881694 - 10/17/09 01:31 PM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
rollin Offline
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Registered: 10/07/09
Posts: 47
samovar6, I was, like gibbon, not able to create a working rs with it but thanks for the tip!



ok I WAS able to run rs_calc with success.. (and this for itself is incredible)

but..

I only see .. well.. 10 faces of my model ingame (ok their rs is at least correct wink ) but where are the others? no flickering or something.. my exporter should make no normals-errors.. but to be sure I've recalculated them with wills program.. but still.. (and only the same faces where visible)

is there a way to display the wireframe ingame?
and all faces I see are on one (right) side of the model
in my rs-tree are many elements like S130 255 255 .. could this be the problem? but I though when rs_calc DOES work the RS tree IS correct.

using no-alpha (code 5) elements.. so an strange alpha-bug is also excluded

it's late now so I'm stopping testing for today.. but if anybody has an idea..

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#2881703 - 10/17/09 02:06 PM Re: Rendering Sequence Tree calculation/generation [Re: rollin]
Col. Gibbon Offline
3DZ Model Builder
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Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
Hi rolin.

Did you create new Normals?
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#2881712 - 10/17/09 02:39 PM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
rollin Offline
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Registered: 10/07/09
Posts: 47
? what do you mean with "create new Normals" ?

I have all normals I need.. and I've back-checked with will's tool to make sure my exporter is not the problem.. When I check it again with 3dz-studio (press the "recalculate"-button) I get the same values too

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#2881721 - 10/17/09 03:02 PM Re: Rendering Sequence Tree calculation/generation [Re: rollin]
Col. Gibbon Offline
3DZ Model Builder
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Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
Hi rolin.

If you have good RS and Normals, then the model should work.

The only other question is, are you using the Output3dz renamed, or did you convert your model to text, convert the Output.3dz to text, and copy and paste the RS out of the Output.3dz text, into your text file?

The problem is, despite you getting a good output.3dz, these 3dz's are normally corrupt in some way, and do not work in EAW. But, if you cut and paste the Output.3dz RS into your original model, then it should work perfectly.

If your still having problems, please send me a copy so I can see what is going on.

smile
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Ah that's much better!

Wings Over Bytom

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

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#2881890 - 10/17/09 11:45 PM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
ahhhhhhhhh .. shame on me!!! this is something i knew but had totally forgotten over time

its working now! thx a ton gibbon

I'll try to incorporate these informations into the tutorial I'll have to write for my exporter

but now I have the prove.. I can create an airplane from scratch in 3ds max and get it into the game!

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#2881906 - 10/18/09 01:19 AM Re: Rendering Sequence Tree calculation/generation [Re: rollin]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
Hi rolin.

Great news!

I'm very pleased you now have the clear road to build in 3ds, after all, it was how the original EAW models were built.

My only concern is how you can easily build an EAW style model, in the correct scale [1/48], and without using to many elements and nodes. My experience of 3ds is, you can make a beautiful model, but use 1000's of elements.

I wait to be corrected. wink
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Ah that's much better!

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

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#2881923 - 10/18/09 02:25 AM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
Hi Gibbon

I've come across this scale thing once .. what's it about?

I simply import an default model (in my case the pf109ef) and use this as reference in the way of size and rotation (where is the front wink ..)

about the way you make your model.. there is no difference to 3dz-studio EXEPT it's not very easy to create more then one poly(element) that use the same verts (nodes). You have to know what you're doing. (This is something I _could_ make easier if I extend my exporter though)



If someone can't model in an efficient way it does not matter what program he's using.
But in fact I think it's way faster to build a model and make optimizations. these kind of optimizations you have to do to make the model rs_calc ready.
The drawback is it costs a lot of money.. so I think my tool is just an addition to the other EAW tools.. not intended to make 3dz-studio obsolete

(and 3dz studio is perfect to change small things on an working model. )


Edited by rollin (10/18/09 02:26 AM)

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#2882199 - 10/18/09 02:55 PM Re: Rendering Sequence Tree calculation/generation [Re: rollin]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
Ok Model itself works perfect.. have recalculated the normals to tweak them a bit more .. seems my exporter makes some rounding errors but anyway it's hard to notice


hardpoints are working too.. only the default propeller (bf109ef) is producing some RS-errors .. (only the left side of the model: the moment the model points to the right the propeller goes though the left side.. if the model is pointing to the left all is ok .. so it seams to be an problem based on my top-back bulkhead that splits the model into left-right)
but I don't know what is different to the default bf109ef model.. do I have to somehow recalculate the propeller in connection with the new plane model ?

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#2882687 - 10/19/09 11:58 AM Re: Rendering Sequence Tree calculation/generation [Re: rollin]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
-.- ok here we go again.. after some more tests I've stumbled over the scale-bug.. I have an simple model (48 elements with bulkheads)

if I scale the model.. even just a very tiny amount it doesn't work anymore (like the fort you've done gibbon..)

but I've scaled in max.. and may values are still lined up perfectly.. but to be sure I've aligned points again .. but still.. rs_calc can't output the model, recalc the normals .. no effect, load into 3dz-studio and save .. no effect

this is so absolutely strange that I hardly know what to say

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