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Author Topic:   Stalingrad helpers wanted
Nat
Pilot
posted 12-30- 09:22 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey guys, OK, things aren't going great with Stalingrad, but they have gotten a little better, after switching the base terrain from Rhineland to Midway my new tiles all line up now, I've gotten the first 60 imported, but I'll have them all in today and set up as it's own terrain so I can go take a proper look around.

Here's the problem though, and what I want:
The Texture is the problem, I cannot get it sharpe, which is probably due to they way it's supposed to be done by using multigen, and they way it has to be done using Max, so it seems to me this means that the tiles will have to be mapped individually.

I'm looking for serious people to help me out here, I don't care which programs you use, but you must be able to TMap, there's no messing around, it's simply mape it and put it back in the SM file, no alignment needed, the texture will fit perfectly to the tile, but if you knew how I'm having to build this terrin you'd understand why I need this help.

If people here want to help then post below, and what I will do is finish making the terrain "stand alone", Diego will do a texture and chop it and then I'll get the list of names, divide the 400 tiles between everyone, and we'll map an area each, after each person the SM file will be passed back to me, and I'll send it on to the next

This is serious guys, it's not hard work, but repetative, so please be serious that you will do the mapping, I don't want it to take forever because we're waiting to get it back to send onto the next person (I'm sure everyone thats worked on a team knows how that feels)

Thanks guys, please let me know below or mail me so I can set up a mailing list.

Thanks to those about to help

~Nat~

PS, the more names, the less work each one has to do and the quicker it'll get done, if I decide there aren't enough then I'll probably drop it cause I know how tedious the work is and don't want to ask to much of volunteers.
I can't stress enough that you must be serious about helping.

Thanks guys

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7./JG3 "Naturlich"


"SDOE... What and where would you like to fly today?"
http://members.nbci.com/naturlich/index.htm </B>

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Da Jug head
Pilot
posted 12-30- 10:30 AM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Do you need to have Max to do this? Or is this simply an OP function? I have Real3D but it's 3ds import and export functions suck (too bad cuz modelling in NURBS is sooo much easier than polys).

If so, send me the file and the instructions on how to do it and I'll do a couple.

Does Diego have tiffcp to chop it up?

------------------
"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

[This message has been edited by Da Jug head (edited 12-30-2000).]

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Nat
Pilot
posted 12-30- 11:12 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey Jug, we use dicer to chop up the texture, it sets the texture to the correct size instead of just 256x256 (the textures arent actully that size for terrains) Right now I'm making sure that the tiles are right and line up properly, once I'm happy it will be made into an SM file, not Max type, so parts will need to be exported from OPS, mapped, then put back again, this is to hopefully make things easier, so that anyone can help, it wont matter if you're using max or AC3D or whatever.. also, you can't map using the 3DS file, because to do that I would have to create a 3DS for each tile (400), this is because the world co-ords for the tiles are all at an X,Y of 0,0, they are all on top of each other, you couldn't map just 1 tile out of 400 when they are stacked like that, thats not my idea, thats the way the terrains are set up.

If you can export from OPS, TMap and put back again with no problems let me know, I'll get intouch with anyone that wants to help once I have the terrain built in OPS, and Diego has a basic texture, it can only be a basic texture cause the terrain needs to be mapped really before he can do a high quality one for it.

~Nat~

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Tailslide
Pilot
posted 12-30- 04:17 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote
Nat, do you know you can texture all the tiles in max at once? If they are all lined up right it just takes a minute and you wind up with a seamless join between objects.

TS

[This message has been edited by Tailslide (edited 12-30-2000).]

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Nat
Pilot
posted 12-30- 08:23 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey Tail, I tried that, and the textures come out blurry, I think it's because of the texture size.. I tried mapping the patch grid before chopping it up, in Max it looked fine, and in OPS aswell, but in SDOE it looked like the tile had maybe 4 pixels strecthed out to fit it. I've tried mapping the terrain in Max with a full sized 5120x5120 texture, and also with a 512x512 texture then cutting it, but I get the same results, if there's a different way than that Tail I'd love to know it cause hell would it save some work, each tile should be mapped with a part of the terrain texture thats is 256x256, which I thought meant that using the full texture to map it meant it would work, but no luck

Let me know if you have any ideas Tail (or any other max users) BTW, I've only got this far with max because I have Max r4 Magma, it lets me select every tile after chopping the big one up, and specify the x,y,z co-ords (they all have to be at ab X,Y of 0,0), I couldn't find how to do that in Max r3.1

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Diego Lozano
Pilot
posted 12-30- 10:13 PM     Click Here to See the Profile for Diego Lozano   Click Here to Email Diego Lozano     Edit/Delete Message   Reply w/Quote
Come on guys. I know that there are more than a few Max/AC3D users out here that can either lend a hand or figure out this problem for Nat. Without the proper tools things just have to be done by hand.

I think I'm begging now.

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Tailslide
Pilot
posted 12-31- 03:17 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Nat, theres a max script that comes with opstudio to reposition all the pieces to 0,0,0 and export them to .obj

Sounds like you tried what I was thinking.. it works ok for me on planes so maybe the large texture size is causing some problem.

TS


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Tailslide
Pilot
posted 12-31- 03:19 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Just to clarify the way I do it, select all the tile objects, then use the mesh select rollup, select all the faces on all the objects, then use the uvw wrap on it and apply your textures. You wind up with a bunch of objects mapped from one large texture.

TS

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Nat
Pilot
posted 12-31- 03:41 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
aaahhh... now this might work.. is that to say (for clarification) that if I select all the objects, and UVW wrap them with a 256x256 texture, then each tile will be mapped to 256x256?? If so it sounds like thats just what I want, what texture is mapped is of no consicuence at all, aslong as the co-ords are set for 256x256

Oh, the script for setting the co-ords, I didn't know that, but terrain tiles are different, they need to be at 0,0 on the X,Y, if you change the Z co-ord then the tiles wont line up along the edges... although..... hhhmm... Thanks Tail, this might sort out a few things.. I mean other than the texture.. if that works right then thats so much damn work saved and will actually start feeling like I'm getting somewhere, and hell I'll even be able to make tutorial for Max users that makes terrin pretty easy (other than chopping up that damn big tile) lol

Fingers crossed! (every single one)

~Nat~

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Tailslide
Pilot
posted 12-31- 06:59 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

You would UVW wrap them with a big 5120x5120 texture then each tile would get a 256x256 portion of that big texture. Of course thats assuming sdoe expects the objects to all be mapped to one big texture..

Its easy to alter the max script to leave the z axis alone.. you should just have to remove a line or two I can make the change if you need it.

TS

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