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#4444575 - 10/20/18 12:24 PM Re: BritAldo, the "Empty F" debate continues. [Re: VonBeerhofen]  
Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo' Offline
Every Human is Unique
Brit44 'Aldo'  Offline
Every Human is Unique
Member

Joined: Jan 2006
Posts: 1,506
Good points VBH. It sounds like it would be easier to improve the existing object editor then to port it to some other editor.
Quote
There's an advantage with precalculated normals and R/S, you don't have to do it during the game as it's already done when the 3D model is created. Just saying.

I agree, and would call that an understatement when you are not using the GPU.


I believe the code group has access to the object editor. Do they also have access to the render sequence tool?


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#4444578 - 10/20/18 01:17 PM Re: BritAldo, the "Empty F" debate continues. [Re: Rotton50]  
Joined: Oct 2002
Posts: 7,555
VonBeerhofen Offline
3DZ Master/Campaign Designer
VonBeerhofen  Offline
3DZ Master/Campaign Designer
Hotshot

Joined: Oct 2002
Posts: 7,555
Zandvoort, N-H, Netherlands
I don't know if they have the original code, I certainly don't but the calculator tool is available to anyone, when people want it they can PM me and I'll make it available.

VonBeerhofen

#4444583 - 10/20/18 02:21 PM Re: BritAldo, the "Empty F" debate continues. [Re: Rotton50]  
Joined: Feb 2006
Posts: 4,859
Rotton50 Offline
3DZ / campaign designer
Rotton50  Offline
3DZ / campaign designer
Senior Member

Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
FWIW, there was an aborted attempt to incorporate the R/S calculator into 3dz Studio in the same way that the Normals calculator was Shame it wasn't completed.

The big problem with the existing calculator is that it is a pass / fail program. It either gives you an R/S or it runs until it fills up your hard drive with junk, unless of course you turn it off. It does not analyze the model and tell you which elements fail the R/S.

So what you end up doing is adding two or three elements at a time, stop to check the R/S and if it doesn't pass, you have to go back in and adjust the offending element until it does pass, then continue in this vein until the model is complete. If you add more than two or three elements at a time it makes finding an offending element a PITA.

Not a big deal if you're making simple, box like shapes such as buildings or other TMOD's but anything as complex as an aircraft model becomes a real headache.

For what I do, it's much faster to take a lo-res model with a good R/S, break it up and apply the empty F process to make a hi-res model.


Heck, even paranoids have enemies.
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