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Author Topic:   3SMax / OPStudio Textures Pt. 4
Tailslide
Pilot
posted 01-10- 03:17 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I'm totally stumped. All my textures look ok in 3dstudio but they're all smeared in OPStudio unless I use the whole bitmap for the texture. As soon as I scale the texture at all it looks funny in OPStudio and SDOE. It seems to work ok scaling the textures if I just apply to a single face, but I don't want to texture my whole object one face at a time.

: (


TS

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Tailslide
Pilot
posted 01-10- 07:06 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

JT have you gotten this far yet?

Misery loves company.

TS

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JT
Pilot
posted 01-10- 09:28 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
In a few days, I will be in the same boat. I'm relying on you to steer the ship out of danger before I get my cowardly butt in. :-)

Seriously, though, can you email me a max file of the fuselage, texture mapped, and the applicable texture? I'll probably be just as perplexed, but you never know...

Here's my email address...

jtrivell@adelphia.net

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JT
Pilot
posted 01-10- 09:35 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Say, here's something else you could try.... just as a test, you could export one of the parts to .obj and then use Stubb's OBJ2LOD.exe to convert it to .lod format. At least that way you could isolate the problem and know whether it's something to do with Max or OP Studio.

If you need Stubb's tools, you can get them here...
http://home.adelphia.net/~woodpanel/stubb.zip

If you try this, please bear in mind that Stubb's OBJ2LOD will only deal with triangles, so make sure you export as triangles in the Max2Obj dialogue.

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Tailslide
Pilot
posted 01-11- 01:41 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I'm starting to think maybe I should buy AC3D, load everything into that and then texture it and export with hippie's plugins : (

I'm too burned out on this to go looking through .lod files. The file's in your mailbox.

TS

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Tailslide
Pilot
posted 01-11- 01:43 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

It bounced with

jtrivell@adelphia.net ... User unknown

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Bryan Russell
Pilot
posted 01-11- 06:17 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Tail,

I got your file and managed to get it textured OK. Basically there was a flaw with the way the polygons/triangles were constructed for some reason. All I had to do was export it as OBJ with texture co-ordinates turned off and re-import it also with texture verts truned off. Worked in OPS and SDOE after that. Anyway I have mailed a reply with more details and some files.

Bryan

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JT
Pilot
posted 01-11- 09:54 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
TS,
For what ever it's worth, I've heard that texturing in AC3D is very hard. I think once you get over this hump in Max, it will be easy.

I goofed on the email address, by the way. Looks like Bryan saved the day, though. Anyway, here is the correct address for future reference...

jtrivelli@adelphia.net

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Tailslide
Pilot
posted 01-11- 10:24 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Thanks Bryan! I wonder what happened. I'll give it a try.

TS

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Tailslide
Pilot
posted 01-11- 11:57 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Bryans file is doing the same thing for me (smearing). I managed to get the objects exported with textures ok using an old export plugin under R2.5 but R3 and the new R3 habware export plugin don't agree with OPStudio.

Unfortunately, the file format for max stuff changed between R2 and R3 so I can't just switch back and forth to export. Also that old R2 export plugin doesn't have an R3 version.

TS

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Tailslide
Pilot
posted 01-11- 12:11 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote
The Habware R2 .obj exporter doesn't agree with OPStudio either. Or am I just picking the wrong export options? I tried every combination I can think of.

JT, when you get to this make sure to use the "ObjExp.dle" export plugin. It's hard to find so if you need it drop me an email.

TS

[This message has been edited by Tailslide (edited 01-11-2000).]

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Zoycite
JAG
posted 01-11- 12:46 PM     Click Here to See the Profile for Zoycite   Click Here to Email Zoycite     Edit/Delete Message   Reply w/Quote
Heya,

I have no knowledge of Max, but texturing in AC3D after you do it a few times isnt that hard. It can go pretty quick.

As for the textures looking smeared in OPS, I have seen this too. Mainly on things such as straight lines. I thought I'd messed something up and spent sometime tyring to see what I did wrong. After giving up, I thought well I should atleast try the plane in the game to check other changes. So after laoding in the game I went to an external view and to my surprise the textures wernt smearded. They looked just fine.

Anyhow if you want send the SM and I can try to texture it for you.

------------------
Zoycite {GS}
GUNSLINGERS

visit The War Paint Factory

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Tailslide
Pilot
posted 01-11- 12:55 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

The streaking I saw was caused by using the habware plugins to export to a .obj file.

I think I'm ok now, I just have to load everything into max 2 and use a version 2 plugin to export and everything should be ok.

Thanks for the offer Zoy, as soon as I get all the textures lined up I'll send you the .sm and .tif file in case you get the urge to do a paint job : )

TS

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Bryan Russell
Pilot
posted 01-11- 05:25 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Just a word of warning: don't use OPStudio as the definitive view of anything. Give it a quick run in SDOE before you get too carried away. If I had it handy I could show you a badly distorted set of textures on the hurricane under OPS but fine under SDOE. This may be more to do with the S3 Virge card I have at home as it looks fine on other machines, but my point still stands.

P.S I'm sure thats not your problem tail, but it reminded me of this point.

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Tailslide
Pilot
posted 01-11- 05:28 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Thanks for the tip bryan.. I loaded some of my tests into sdoe and saw the same streaking.

Interesting to hear that you are using an older version of the habware plugins under R2 and they are working for you..

TS

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JT
Pilot
posted 01-11- 06:26 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
>JT, when you get to this make sure to use the "ObjExp.dle" export plugin. It's hard to find so if you need it drop me an email.

Thanks for the heads up. What is the ObjExp.dle, though? I'm looking at my Max plugins folder and I only see the Obj2Max.dle and the Max2Obj.dle.

Anyway, please send it to me if you get a chance.

jtrivelli@adelphia.net


By the way, I've found that the Habware guy (I forget his name) is very helpful when it comes to using his plugins. If you post in the plugins forum at support.ktx.com, he will usually respond to posts. He's even gone so far as to look at my actual files to help me.

[This message has been edited by JT (edited 01-11-2000).]

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Tailslide
Pilot
posted 01-11- 06:30 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I think I'll do that.. I'm still baffled why this is happening.. Bryan says that the habware plugin under R2 works for him and that he has the latest version. I loaded up MaxR2, the exact same max file that he was using, exported and it comes out smeared unless I use that other plugin.

TS

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Bryan Russell
Pilot
posted 01-11- 07:33 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Are you holding your mouth the right way when you export? I find a bit of tongue hanging out the side always helps

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Bryan Russell
Pilot
posted 01-12- 05:08 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Tailslide,

Here's my MAX2OBJ settings


You can see the version and build date in the dialogs. My MAX2OBJ.dle is in the mail.


Bryan

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JT
Pilot
posted 01-12- 09:50 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Bryan,

Setting to "polygons" won't create concave polys, will it?

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Zoycite
JAG
posted 01-12- 01:32 PM     Click Here to See the Profile for Zoycite   Click Here to Email Zoycite     Edit/Delete Message   Reply w/Quote
Ok,
Since the Spit to Yak was made I've been dying to put paint on a real Yak. With your work on this, its looking ot be a great new group of a/c to come. Hmm, it might be time to look at doing terrain again. ETO, uggh I feel a headache coming already.

keep up the great work,

------------------
Zoycite {GS}
GUNSLINGERS

visit The War Paint Factory

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Bryan Russell
Pilot
posted 01-12- 06:38 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
JT : Can't say for sure, I always make sure the polygons I make are convex. I know you there is no restriction in MAX that stops you removing edges so that a concave polygon is formed, and if MAX2OBJ is just doing a simple conversion of it than I guess that it might.

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JT
Pilot
posted 01-12- 09:14 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Ok, thanks, BR... I will be watchful of that when I start exporting.

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Tailslide
Pilot
posted 01-12- 11:20 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Thats it !!

Using Bryan's combination of export settings it works even on my MaxR3 version. Wohoo !!! Bryan saves the day.


TS

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JT
Pilot
posted 01-12- 11:25 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Whew... big relief. I start texturing tommorrow. Good to know everything works.

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JT
Pilot
posted 01-12- 11:30 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Bryan,
By the way, what is it about concave polys that makes them unacceptable to the graphics engine?

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Tailslide
Pilot
posted 01-12- 11:30 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Ok Zoy, ignoring the fact this is a yak fuselage on a fw190, where do you want the nose art and how big? Keep in mind there will be bumps sticking out of the sides of the engine like on the spit.

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Laika 801
Pilot
posted 01-13- 05:02 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Nice to see that all works fine tailslide !!! I do this step (texturing/model import) this weekend and I hope all works good too.

lk out

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Zoycite
JAG
posted 01-13- 01:26 PM     Click Here to See the Profile for Zoycite   Click Here to Email Zoycite     Edit/Delete Message   Reply w/Quote
Heya,

let me look over some photos to see where most of nose art was placed. The tile shouldnt need to be all to big. Another thing I'd like to check on is whether or not the nose art was placed on on sided or the other or both.

I'll post again later,

------------------
Zoycite {GS}
GUNSLINGERS

visit The War Paint Factory

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Bryan Russell
Pilot
posted 01-13- 05:53 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Great work Tail! Can't wait to see this thing in the skies


JT: Without getting too technical, the way most graphics engines draw polygons is by using scan lines, Basically the engine concemptually draws the lines of the polygon and for each Y co-ord the smallest X value become the start of a scan line for that Y and the largest becomes the end of a scan line for the Y.

What you end up with is a list of start points indexed on Y co-ord, and a list of end points also indexed on Y c-ords. For each Y co-ord a line is drawn between the start and end X value using the most efficient means possible. Texture and shading/colour values are interoperlated between the vertices, and included in the start and end lists, which are then also interoperlated across the scan line.

For a convex polygon this works well, but for a concave, there would always be a potential for the orientation of the polygon on the drawing surface to produce broken scanlines. It will still draw something but it would end up corrupted.

As a test , draw a outlined 'U' on a piece of paper, which would be a concave polygon, and try to draw single horizontal lines for each row so that the shape of the U is represented.

I hope thats understandable


Bryan

[This message has been edited by Bryan Russell (edited 01-13-2000).]

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