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Author Topic:   gettin nowhere
Nat
Pilot
posted 04-11- 05:46 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
well, I've read back through Max help stuff etc, but I'm still getting nowhere with 2 crucial points... Texturing in Maxr2 and exporting what I've built into OPS, I've fiddled and tinckered but I'm getting no where. If anyone would like to help me with this, drop me a line or something, just getting more confused now so thats not helping any.

Thanks Guys.. here's how it looks so far in Max anyway

(oh, I've tried Max Script that Brian made.. it doesn't work, gives an error on the second StringStream line)

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DanW
Pilot
posted 04-11- 06:23 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
I would assume that you are using the Max2Obj plugin for your export right?

What exaclty is it doing when you try to import into OPS?

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Nat
Pilot
posted 04-11- 08:55 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I've tried both MaxObj plugin, and the Max_Obj script that Brian did.

Using the plugin, OPS fails to load anything, in the box at the bottom says something along the lines of no matrix, plus all the other errors that go with each individual part, something along the lines of Parent has no imported matrix.

Now I'm very very new to Max and OPS, so I'm sure you can tell what fun I'm having.. lol

Hope this helps tell you whats going wrong, Thanks Dan

~Nat~

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dauntless851
Pilot
posted 04-11- 10:23 AM     Click Here to See the Profile for dauntless851   Click Here to Email dauntless851     Edit/Delete Message   Reply w/Quote
I don't know if this will help you or not Nat, but here's a link to the site of a 3D modeler. He shows how he created an Me-109 in 3dsMax and how he textured it.

It's from a link in the Openwarbirds post in the Tech section. http://www.hyperscale.com/features/bf109f4jb_1.htm


------------------

[This message has been edited by dauntless851 (edited 04-11-2000).]

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charmstar
Pilot
posted 04-11- 11:39 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
You shouldn't need to run the script to get stuff to appear in OPS, it just helps to get it lined up properly. Did you make sure that you have all of the options checked or unchecked in the same way as the little picture that Brian posted in one of those texturing posts? Both of your questions were discussed in those Texturing pt1, pt2 etc. etc. topics in the old openplane discussion forum.

good luck!

charm

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Laika 801
Pilot
posted 04-11- 11:50 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I never got the "autolineup" working, so I positioned all the parts per hand after import to OPS. Its not so hard as it seems (with some practice). What Version did you use V1.2.0 or V1.2.1 ? Make sure (for 1.2.1) to uncheck "position objects" in OPS when you want to try positioning by hand. That should kill the "...got no matrix..." errors in OPS.

The obj-exporter, first dialog:

check/select - Use materials, Create material library, Texture coordinates, Normals, (Smooth Groups)

uncheck all others

second dialog:

check/select - Use scene materials, Export maps

uncheck the others


That should work ! I´m not sure with the digits value, I think 5 works.

Hope that helps !

LK

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Nat
Pilot
posted 04-11- 05:22 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thanks Guys, and Dauntless, I'm sure that link will help

After much messin, and a lot of luck, I have been able to correctly import and export objects back and forth between Max now so the ship is finally taking real shape.. the guns are working and are pretty mean.. but there's more to add yet I'm not getting any bad FR hits from the ship, although it's not textured yet it's still fitted with 39 assorted guns so far.. so here's hoping that the skin wont kill the frames

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Bryan Russell
Pilot
posted 04-11- 06:27 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
The MAX Script actually uses MAX2OBJ, all it does is create a matrix file that OPS will use, if it can find it, to position the objects. it will show all of those error messages if the matrix file is not created.

Have a read of this which is a little tutorial about the MAX->OPS process
http://www.fightersquadron.com/opstudio/br_opdoc.htm

What could be happening with the script is that it is written for MAXr2.5. If you have r2.0 then it probably doesn't support the StringStream object. This is only building file names for the matrix and object so if you can handle it you can hardcode these.

One other little trick is that OPS won't show the Positional and Mesh changes until after a reload of the file. Not intentional, but its just the way it works until I fix it. So you will need to use the file|reload button.

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Nat
Pilot
posted 04-11- 06:43 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thanks Brian, yep I'm on release 2.0 but it seems I've got it working ok now somehow.. lol.. next piece of fun is the texturing

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Tailslide
Pilot
posted 04-11- 06:55 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Laika, I could never get the positioning feature working either please email me if you figure it out.

TS

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DanW
Pilot
posted 04-11- 07:36 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Nat,

Have you textured before in Max or is this your first time?

That ship shouldn't be too hard to texture. How many sets of lods do you have and I assume you are just going to use one tif for a texture file right? You should be able to use repeating textures and get a good effect without having to stretch the texture and distort it.

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Bryan Russell
Pilot
posted 04-11- 08:30 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I didn't think the positioning thing was all that hard to get working. Maybe it's not as easy as I think.

The key things are:

1. Give the objects in MAX the same name, including case, as the SM file

2. Include of the objects that make up the plane in MAX. OPS uses the imported matrix of the parent model to position objects, and it won't position a model if its parent hasn't been positioned. For example to get the left wing tip positioned properly, you will need to also have the leftwing root and the base model present in MAX.

3. Reload the SM file after the import.

This works really well for me and is a great help. I'm just turning the hurricane I into a IIc at the moment and all I had to do was make and position the cannon parts in max, add the empty models to OPS and export/import.

I'll compile a list of the error messages you will get when you use the import, and what they mean. Maybe that will help to get it working.

Since I apparently added a bulk export feature I will probably refine it so you can run a script in MAX to position it properly. That should help with step 1, especially if you want to modify an existing aircraft.


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Nat
Pilot
posted 04-12- 05:22 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
yep this is the first time I've textured in Max, I hope to be able to have a side and top view in a single tif, similar to the Exter tif but allowing me to put a deck color onto it. As I said, right now I don't get any bad FR hits, but the ship is larger than the Akagi (about 870ft long) which is with 10ft of the correct size. There will only be 1 LOD yes, I'ce removed any 2nd level LODS, didn't seem much use for them because the ship has alot less detail than an a/c. I'm just trying to add the 12x5" guns now, plus a few more 28mm.

If someone can tell me this would be a great help... I have all the details for the type of guns.. i.e. 18.1", 6.1", 5", 28mm, 13.2mm But how do I work out from this what the correct gunWarhead size should be?? I have the 28mm set at .1 which is what mposis used for the Akagi 28mm guns.

Thanks guys

~Nat~

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DanW
Pilot
posted 04-12- 06:34 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Bryan,

A script for the max import would be great. I was shocked when I imported the F4U into max and was greated by a big pile of parts in one spot!

Nat,

I guess you could mirror both sides of the hull, set aside a small patch for the guns and other stuff, then use the other half for the top surface and that would work. You might want to have another small tif for flags and other miscellaneous stuff.

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Nat
Pilot
posted 04-12- 08:45 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
er..... yeah.. heh Thanks Dan... when I work out exactly what I'm doing here I'll put a texture to it.. lol

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