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Author Topic:   Help with Open Plane Studio 1.1
DanW
Pilot
posted 01-29- 06:23 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Ok folks,

JT is teaching me how to do texture remapping in Studio Max. But, we both have some questions about OP studio.

1. Can i export all the 3d parts to an .obj file at one time? IF so, how? It will only let me select one part at a time.

2. After the obj file has been remapped and stuff..what next? Do i start a new .sm file, and them import all the messes and create anew .sm file (my first project is the mustang). Or can i just open the default p51...add the new meshes and then save it as p51x or p51mod? If so, where do you tell ops to get the textures from? There is a texture tab, do you just name all of your textures there and make sure they are in the textures folder?

Thanks
Dan

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DanW
Pilot
posted 01-30- 07:26 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
back to the top

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DanW
Pilot
posted 01-30- 04:39 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Anyone......................?

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Bryan Russell
Pilot
posted 01-30- 06:28 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
quote:

1. Can i export all the 3d parts to an .obj file at one time? IF so, how? It will only let me select one part at a time.

B1.1.x doesn't do this but V1.2.x might. I say might because it exists in the version I have under development but I can't remember wether this was released as V1.2.0. I'll check and post the indev version if not.


quote:

2. After the obj file has been remapped and stuff..what next? Do i start a new .sm file, and them import all the messes and create anew .sm file (my first project is the mustang). Or can i just open the default p51...add the new meshes and then save it as p51x or p51mod? If so, where do you tell ops to get the textures from? There is a texture tab, do you just name all of your textures there and make sure they are in the textures folder?

If you are just making mods to the original P51, then use the P51 as a base. What I would do is just copy the entire existing P51 directory to another in the media/aircraft dir and then rename the dir and Sm file to be p51mod etc, and change the loadout file. To change the texture paths you can find the texture names in the 'Names' tab and edit them.

You can't add textures directly at the moment, but when you import a OBJ that has a Material file (*.mtl) and the materials are used by the imported meshes then a texture entry will be created that corresponds to ./aircraft/textures/mapname, where mapname is the texture name defined as KD_map in the MTL file.

Bryan

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DanW
Pilot
posted 01-30- 08:57 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
-change the loadout file. -

Not too sure how to do this...is it in the help file?

The imported lod meshes should have the .mtl files, but for some reason ops1.1 did not see them. I made a new .sm file, renamed the default p51 tif but the part of the aircraft i remapped was solid black and the part that i didnt redo had the new tif file textured over them.

I have no clue what the hell I'm doing Maybe someone that has mapped textures to .sm files can help me out some. I'm lost.

Thanks for the response Bryan. Ill keep picking away.

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Bryan Russell
Pilot
posted 01-30- 10:55 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Make sure that the mtl file is in the same directory as the OBJ file and named the same way. i.e. parts.obj and parts.mtl. Also, make sure that the 'W' parameter of the UVW map rollout in MAX is set to 0.0 *before* you start texture mapping. Having this set otherwise can cause at the least texture distortion in OPS, and at the most maybe what you are seeing.

By change the loadout file I mean edit loadout.ppf in the p51mod directory and change the name from P51D to P51DMod or something, otherwise it could get confusing in game.

[This message has been edited by Bryan Russell (edited 01-30-2000).]

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DanW
Pilot
posted 01-31- 05:28 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Thanks Bryan...will try tonight.

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DanW
Pilot
posted 01-31- 07:08 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Bryan,

Would it help if SDOE was installed in the default location c:/program files/fighter.....?

I currently have it on my D drive.

Dan

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Bryan Russell
Pilot
posted 01-31- 05:53 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Mines D:\SDOE and every thing works for me.
The only SDOE path dependant things are textures and file references and you can set teh SDOE media path in the prefs to handle this.

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DanW
Pilot
posted 01-31- 06:49 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Bryan...gonna continue this in the tech info section.."Idiot part 2"

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