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Author Topic:   OPS and OBJs
Spanky the Mad Dog
Pilot
posted 05-25- 08:33 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
SPanky here..

Hi guys. I'm trying to import a OBJ.

I have tried 3 different versions of OPS.

I can import an OBJ I made from the 262 engine but I can't of one i made in another program.

Is there any secrets I don't know?

Bryan, Is there an alpha of that vrml plugin avalible yet?

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Nat
Pilot
posted 05-25- 09:49 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Spanky, just so I get this right, if you import an object from a different SM (previously exported from said SM) you have no trouble, but if you make your own object in say Max, then try to import it, it crashes?

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Nat
Pilot
posted 05-25- 09:50 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
btw, I almost always use Beta 1.1.1 of OPS.. but I have to say that recently what ever version of OPS I use, it almost certainly crashes after 2 opertations... so I save very very very often now...

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Tailslide
Pilot
posted 05-26- 04:18 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Spanky, there's very specific .obj plugin settings you need to have in max before the export/import will work right.. if you search back bryan posted some screen shots in the tech forum showing what all the settings should be.

TS

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Spanky the Mad Dog
Pilot
posted 05-26- 06:26 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
SPanky here..

Get this.

SOME OBJs work, and some don't I havn't a clue why.

I thought there was another OBJ plugin that someone else found. Where Can I find that?


BTW the OBJs aren't from max. There from Canoma. Its a photo 3d modeler.

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Tailslide
Pilot
posted 05-26- 06:32 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

OPS can be particular about what format the .obj file is in. Try loading it into max then exporting again back to .obj and it will probably work.

TS

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Bryan Russell
Pilot
posted 05-29- 12:46 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
A new OPS with a VRML97 plugin, a working LOD plugin and an updated OBJ plugin is finished. I am just doing some testing and then some packaging and it should be ready very soon. The VRML97 plugin shouldn't be as picky as the OBJ becuase I used a 'real' parser for it rather than the simple stuff for the OBJ.

BTW I have noticed that MAX doesn't export multi-textured objects correctly. I think it has to be done using the real Multi/Sub-object texture system in MAX but it doesn't work like it says in the help for me. i.e it says you can use Mesh Select to apply a material to certain faces but this doesn't work.

Does anyone know how this is supposed to work in r2.5? It doesn't effect the plugin becuase that (should) handle it correctly.

Bryan

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Spanky the Mad Dog
Pilot
posted 05-29- 01:35 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

Cool man, I can't wait.

I was going insane and I think this new importer could really rock.

so is it vrml 1 or 2? wrl?

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Bryan Russell
Pilot
posted 05-29- 02:25 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
VRML97 is VRML 2.0, both v1 and V2 are 'wrl' files. Unfortunitly there is enough different between VRML 1.0 and 2.0 so that 1.0 won't be supported.

The VRML plugin will support:

* Indexed face meshes with texture and normals. The shading looks OK from what I have seen so far

* Translation and rotation. I.e. you move the stuff into position in MAX and it is also changed in OPS.

* Poly colour, Transparency and Texture.

Things it won't support but may do later:

* Model hierarchy. At the moment if a object has faces and materials etc and also nested child objects then the plugin may get confused and apply the wrong textures etc. Grouping heiraccy will be OK i.e. in MAX if you make a named group of two or more objects.

* The translation of MAX values to polygon flags and OP Materials. VRML doesn't name materials so the &metal_00_xxx format the OBJ used doesn't work. It might be possible to do something with the 'spare' material values such as specular and ambient later

* Non-mesh objects such as boxes, cones and points. These would be cool to be able to setup inertia volumes and body points etc in MAX (or another proggie).


Bryan

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