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Author Topic:   Exporting models with Vrml in ops
Spanky the Mad Dog
Pilot
posted 10-01- 06:35 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...

Hi guys, I exported the left wing on my 109z for some work using vrml but it adds an extra ending to the file name .ms

I renamed it back to leftwing.wrl but then max can't open it.

Any work arounds or problems i should be aware of with vrml export in ops?

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Spanky the Mad Dog
Pilot
posted 10-01- 06:38 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..

Ok i'm baffeled, i exported from ops as a obj and then converted it to a 3ds with crossroads cause i don't have the obj to max plugin installed right now. (BTW what are the problems with that plugin?) well cross roads couldn't read it correctly and it was all messed in there and in max when i imported it into there.

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Nat
Pilot
posted 10-01- 08:59 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I don't know about the problem converting Spanky, but I know that I wish there was a Jonny Owe plugin for Max3.1, I find Max2obj very annoying, and basicaly unless you have it setup right it fails to export the part, a typical reason for a fail is not applying a material or texture to a part you make before exporting. I still don't really understand Max2obj, and have alot of trouble using it, especialy obj2max messing up smoothing etc. If someone would once and for all explain how to use the vrml then I'd use that, but I've never seen a good explination of that function, usually if I use it parts get shrunk to about 50% normal size, and even then I don't know how you're supposed to export the textures.. yep, it baffles me.. thats why I use both Max3.1 and Max2, since I can edit in 3.1, export as 3ds and finish the work off in Max2 using jonnny owe to export the part as a obj

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Spanky the Mad Dog
Pilot
posted 10-01- 09:16 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...

Well there has to be a better way then running 2 versions of max.

Come on guys how do you all do it>?

Yeah I used obj2max to import and it worked but the part came out all wacky with no smoothing.

Maybe we can contact this jonny guy and ask him to update his plugin>?

I contacted the maker of max2obj and obj2max and he was talking about updating and stuff and even sent me an updated plugin but I never really used it back then so i'm not sure if its any better.

Can't any of those programming guys in the comunity come up with something that works right every time with no bugs>?

I thought thats what the vrml plugin was supposed to do.

------------------
-=Sp@nky=-

www.thot.net/~verge/

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Bishop
Pilot
posted 10-11- 04:07 AM     Click Here to See the Profile for Bishop   Click Here to Email Bishop     Edit/Delete Message   Reply w/Quote
Hmmm... my 2 cents (on using Max3.1 and OPS 1.3.1)

I think somewhere around this forum is a message from BR saying that the VRML export from OPS doesn't work properly. (BTW, the .ms file is a max script file that I believe is supposed to properly locate your meshes in max... I was never able to get it to work properly, but I think others have had more success)

HOWEVER, the VRML import works. What I found is that combining the VRML export from Max3.1 with the VRML import for OPS worked great for me.

(I put down the steps I used for the max VRML export dialogue under some other thread. Hopefully a quick search can find that).

So this is what I did (keep in mind that what I did was basically a modification job for an existing model and not the creation of a brand new plane):
1) I exported the original version from OPS as .obj.
2) Imported them into Max3.1 using obj2max, all the texturing was completely lost, but this was not a big problem since some of the changes I wanted to make had to do with the textures.
3) When I wanted to export any mesh changes into OPS. I would export from Max to OPS as VRML. My max file then became my main visual reference file. i.e. I didn't export from OPS ever again (not quite true, but you get the point). Any time I wanted to make a visual change I would do change my max reference file and export to OPS as VRML.
4) Just as a note, I usually kept two versions of my max file, one for export and one for modification. The one for modification had all the parts visually in the right place (i.e. it looked like a plane). When I wanted to export I would save it under a new name. I then used a slightly modified version of BR (or TS?) max script (you can find it on this forum somewhere) that centers each object meshes on the origin so that they are in the proper location when imported into OPS (see BRs tutorial on the OPS website). The modification I made to the script was to eliminate the export and relocate commands. This just helped for when I wanted to make sure that a mesh's orientation and origin was where I thought it should be.

One nice feature of the VRML export from Max is that you can select it to only export what is on the screen(unhidden). This is great when you only want to change one part(ie. wingtip). Then all you have to do is select the part in OPS(wingtip) you want to change, open up the import mesh dialogue, select VRML, pick the mesh to import, sit patiently through the long list of messages, and voila... a fancy new part (wingtip) appears in OPS, exactly as ordered.

Hopefully all this is understandable. I'm not even sure that I am correctly following the thread but hey... I need to build up my posts so that I can become a pilot (my flying ability isn't going to help in this respect).

Regards,
Bishop

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Bishop
Pilot
posted 10-11- 04:09 AM     Click Here to See the Profile for Bishop   Click Here to Email Bishop     Edit/Delete Message   Reply w/Quote
Hey look, I'm a pilot! My head is swollen (with pride) .

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Echelon
Cadet
posted 10-11- 04:14 AM     Click Here to See the Profile for Echelon     Edit/Delete Message   Reply w/Quote
sometimes it's best to be careful what you wish for around here

Echelon

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Lemsko
Cadet
posted 10-11- 10:17 AM     Click Here to See the Profile for Lemsko   Click Here to Email Lemsko     Edit/Delete Message   Reply w/Quote
Hi,
if you want to export things in Max you should have only used 1 material slot for your mesh. Use sub/multi materials for your model.
A real good shareware converter for nearly all file formats is 3D Explorer.
You can find it here:
www.xdsoft.com/explorer/


Lem

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Bishop
Pilot
posted 10-12- 11:36 AM     Click Here to See the Profile for Bishop   Click Here to Email Bishop     Edit/Delete Message   Reply w/Quote
Has anybody checked this out? It looks like this software might be useful as a file converter.

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wakeup tailgunner
Pilot
posted 10-12- 02:26 PM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
yes and yes Bishop!

It has a banner that says it expires, but min hasn't!

It does a lot of file formats, and converts nicely. It is prettier than Crossroads, and offers far more file formats. It handles textures too, and material files etc. on .OBJ files when you convert, and lets you visually check texture mapping. It also handles 2D images well too!

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