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Author Topic:   OPS Version B1.3.0
Bryan Russell
Pilot
posted 06-04- 12:11 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
A new beta of OpenPLane Studio, ver B1.3.0 is at
http://www.fightersquadron.com/opstudio

Main addtions are a VRML plugin, and a new and improved, and even working LOD plugin. see the readme for more.

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Bryan Russell
Pilot
posted 06-04- 12:14 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Hmm there was supposed to be a sig with an image there, how do you do that?

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Bryan Russell
Pilot
posted 06-04- 12:16 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
3rd try.. (Yipee! Pesky show signiture checkbox )

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[This message has been edited by Bryan Russell (edited 06-04-2000).]

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Spanky the Mad Dog
Pilot
posted 06-04- 03:06 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...

OH YEAH MAN, THanks. Thats what I have been waiting for.

So is the vrml plugin fulling working in every respect? any bugs or workarounds?

Great Sig BTW

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Jaguar
Pilot
posted 06-04- 05:02 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
AWSOME!!!!
Thanks bryan! I'm looking foward to that He-111! I got some great interior shots I'll dig up for you.

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Cheers!
Jaguar
The FS Hangar

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Spanky the Mad Dog
Pilot
posted 06-04- 05:20 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..

Any chances of loading vrml_2 stuff?

I got a program that only spits out 2 and not 1

When i try a 2 it doesn't see any mesh to load

its all owrking great BTW thanks

[This message has been edited by Spanky the Mad Dog (edited 06-04-2000).]

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Spanky the Mad Dog
Pilot
posted 06-04- 06:49 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...

Well I got a vrml97 object exported from max and had no problem getting it in OPS

YIPPEE


i have new problems though and a question.

Do i have to click on load mesh too? its not by default but i did.

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Bryan Russell
Pilot
posted 06-04- 08:37 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I only tested this thing with MAX's VRML97 export (thats the same as VRML 2.0) and only for editabel meshes in MAX. If you have any file that have problems send them to me and I will have a look. There are probably a few different concepts behind VRML export out there.

Load mesh and position objects do pretty much what they say. If you don't select load mesh then it will just position (assuming it is checked) and if you only have load mesh checked then it will not try to position.

There a couple of little tricks for which I will have to write some thing up for. The mains ones are:

* Although the OPS Plugin supports it MAX doesn't seem to like objects with multiple textures/materials, so if you have something like this you may need to seperate them out into seperate objects. If you try it you will end up with two(or more) identical meshes (the same object though) each one of the matierlas applied. The VRML 1.0 export seems to work OK for this so I'll probably be adding VRML 1.0 support to the plugin in the future. The doco for MAX says it does but I think you need to use the actual multi/sub-object material stuff, which I couldn't get working properly.

* The OPS plugin does not like a heirarchy in the file. i.e. a object that has a child. The exception is when the 'parent' object has no actual shape, as in when you group objects in MAX. Grouping is useful when you seperate objects (to get around the problem above) so you can still move etc them as one.

* There seems to be some unknown matrix stuff wrapped in some MAX scenes, which could cause an imported VRML model not to be positioned correctly in OPS. I'm sure I'm just not handling the VRML file right, but in any case you can work around it but electing the entire model and using the reset x-form utility. In the ones I did most of the model didn't change at all but the translations and rotations got exported OK after it.

I'll write a bit of a doco in a while to cover this stuff. Anything else please let me know.


Bryan

[This message has been edited by Bryan Russell (edited 06-04-2000).]

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Laika 801
Pilot
posted 06-05- 12:14 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Hey !!! Sounds cool ! Hide and Unhide ! Yeah great. I'll test it out now...

Thankyou man !

The He-111 at 20% ??? What are you doing the whole day ?

LK

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Tailslide
Pilot
posted 06-05- 12:44 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I'm exporting a simple object (my dashboard) from max into vrml97 format and when I import into OPS I get a dialog pop up saying "out of memory error".. i have lots of memory and OPS is the only thing running

TS

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Bryan Russell
Pilot
posted 06-05- 12:59 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Can you send me the file TS?

Actually if anyone has a problem with a VRML file send it to me. The more files the merrier!

[This message has been edited by Bryan Russell (edited 06-05-2000).]

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Bryan Russell
Pilot
posted 06-05- 12:59 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
LK, Well it is 100% of a half finished mesh that falls out of the sky in SDOE. Isn't that some sort of acheivement?

[This message has been edited by Bryan Russell (edited 06-05-2000).]

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Tailslide
Pilot
posted 06-05- 01:10 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Ok Bryan, on it's way!

On the bright side, the fuselage of my yak imported AND the shading bug in it got fixed in the process !! The positioning code seems to work very well for most things too, except I'm having a hard time figuring out how to import the wings at an angle, with the .obj plugin I would rotate the pivot point but that doesn't seem to work with VRML.

TS

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Tailslide
Pilot
posted 06-05- 01:10 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

N-gons... FINALLY ! muahahhaha !!!

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Bryan Russell
Pilot
posted 06-05- 02:22 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
There is a little strange thing with the poitioning / rotating that can be fixed. I'll give it a go on the files you sent me.

I don't rotate the pivot, rather I rotate the verts when in Edit(able) Mesh->Vertices. It might amount to the same thing with OBJ but VRML includes lots of translational things that maybe I don't support yet.

BTW can you flick over the WRL files, just in case the "out of memory" is some sort of setup thing with the VRML plugin?

Believe it or not the released version of the Hurricane was completely positioned in MAX, albeit using the OBJ plugin but the principles the same. The He111 was all VRML, yet another of my creations which is nothing more than a glorified test bed .

Makes it really easy when all you have to do is export and it just happens! Maybe I'll get the Intertia etc stuff sorted out and relegate OPS to a fancy MAX->SM file converter and viewer

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Tailslide
Pilot
posted 06-05- 08:57 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Ok, will send the wrl files tonight.

By rotate the verts, you mean you make the wings in 3d studio the way they look in real life and get everything lined up, then rotate the verts so the wing is flat, then import it into OPS, then manually rotate and line them back up?

I'm also having trouble importing my tailfins which have the axis rotated 90 degrees in opstudio.

TS

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Zurawski
Pilot
posted 06-05- 09:46 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
... Bryan,

Well, For what I use OPS for ... the beta worked like a charm ...

FWIW ... I know us tweakers/designers ask an awfull lot considering this fine app of your is free and all ...

... I just wanted to say "THANKS" for putting up with us and providing us such a fine tool!

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Laika 801
Pilot
posted 06-05- 02:44 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Hey ! No bugs/errors so far (sorry) . Only proplem is that I'm not too familiar with vrml. I need some time to "convert". If I found bugs I'll post you a mail (maybe with the object I tried to import etc).


A BIG Thankyou !!!

LK

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Bryan Russell
Pilot
posted 06-05- 07:12 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
TS,


I mean that I reset the matrix and then rotate the verts so that the wing is flat i.e. the "default" position, and then rotate the object into position in MAX. Sorry if I was a little vague.

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