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Author
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Topic: Need a little help with OPS v. 1.2.0
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JT Pilot
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posted 01-27- 03:58 PM
Ok, so I have my whole plane in Max. Everything is positioned correctly, but there is no matrix info. Should I run the script and use the OBJ file that's generated by the script? Or do I run the script and then export to OBJ and use the file created by Max2Obj? [This message has been edited by JT (edited 01-27-2000).] IP: Logged |
Pete Hawk Pilot
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posted 01-27- 05:42 PM
A question to your question JT, for you. Do you have each part named exactly as the part it's going to replace? I'm assuming this has to be done. And you with your smarts probably already did it, but I'm just checking for my own sake.Thanks IP: Logged |
JT Pilot
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posted 01-27- 06:19 PM
Yep, I renamed all the parts to match the parts I'm replacing.IP: Logged |
Tailslide Pilot
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posted 01-27- 07:18 PM
Hi JT, I'm not using 1.2 yet can you tell me how the positioning feature works for you and if you run into any gotchya's? TS
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JT Pilot
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posted 01-27- 08:58 PM
Well, that's sort of the problem. The output window is telling me that there is no matrix info for the parts. Some go in and some don't.IP: Logged |
Tailslide Pilot
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posted 01-27- 10:47 PM
Try rotating all the parts on the plane inside OPStudio this should force it to create matrix entries for all the pieces. TS
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JT Pilot
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posted 01-28- 12:16 AM
I can't get my parts into OP Studio at all now. I think I'm doing something wrong. Here's what I do... 1. I rename my P-47 parts in Max to correspond to the Spitfire, which is what I'm building over. There are fewer parts in the P-47, but everything that is there is named to correspond to a Spit part. 2. I run the Max script. This produces 3 files... an OBJ, a MAT, and an MTL. 3. I run OP Studio and open up the Spit file. I then import in the OBJ I made using the Max script. 4. The Spit's parts get moved around, but no p-47 parts get imported in. The output pane says there are no imported matrices for any of the parts.Am I missing a step? IP: Logged |
Bryan Russell Pilot
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posted 01-28- 12:16 AM
JTThere should be a name.mat file in the same place as the name.obj file. All of the objects in MAX will have a matrix associatted with them, and the info should be in this file. There are two messages that will appear, something like '"name" has no matrix info' and '"name"'s parent has no matrix info' The former means that there is no entry in the .mat file for the named object, while the latter means that the models parent doesn't have matrix information. In the last case the model won't be positioned because the only matrices I could get out of MAX were absolute which means I need the parent to make a nice relative one. This means that you need to have at least the parent of every model you intend to position in the MAX scene, except of course for root level models. Things like file refs aren't handled properly because OBJ doesn't support the '/' character. I did something for this in a version sitting on my HD (also something to position models with no LODs) but for the version you have file refs are not goning to work. I don't think I'll be doing much with OPS until the creator license expires. I actually managed to import the Hurricane into creator and even think I managed to figure out the structure for a export to SM. maybe I'll put it into another thread to let people tell me I'm wrong. The cool thing about the creator license is that even after it expires I can do every thing but save files, which might mean plenty of cool ideas for OPS 
[This message has been edited by Bryan Russell (edited 01-28-2000).] IP: Logged |
JT Pilot
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posted 01-28- 12:34 AM
To be honest, I don't know if I'm going to use Creator at all. It's really great and everything, but I kind of don't want to get used to it or have it grow on me since the license is going to eventually expire. It's like someone offering you drugs and you refuse because you're afraid you'll like it too much... know what I mean? :-) Anyway, I guess I should learn it just for educational purposes, but for Openplane I'd like to continue on my Max/OP Studio track. IP: Logged |
Tailslide Pilot
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posted 01-28- 01:59 AM
JT, I think it's a bug I'm getting the same error. It all starts off with the line Importing Object "" into Yak3 And then after that they all complain their parent (Yak3) has no matrix. The .obj and .mat file were created and have info in them and they are sitting in the same directory. TS IP: Logged |
Laika 801 Pilot
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posted 01-28- 04:10 AM
Laika here - after importing your new lods/meshes try to reload the sm file - after that all the imported parts should be there (thats what I do when I import new obj/lods) but this didnt fixes the matrix thing...
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Bryan Russell Pilot
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posted 01-28- 04:26 AM
What Laika said. I know it's annoying but I can't spare the time to make it any cleaner at the moment. About Creator, from the perspective of someone trying to interpret the SM files, working with creator helps alot in understanding how/why every thing is put together that way. I don't think I'll have too many withdrawl symptoms when the license expires, I would if the learning curve was steep but apart from doing things a little strangly, its not too hard once you get into it.
[This message has been edited by Bryan Russell (edited 01-28-2000).] IP: Logged |
Laika 801 Pilot
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posted 01-28- 06:02 AM
Hey JT ! Seems we sit in the same boat ! So welcome my friend - take a seat - enjoy our trip to insanity O-IP: Logged |
Sv Pilot
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posted 01-28- 07:12 AM
I am finding it harder than I thought to use Creator - not because it isn't great and all, but I am so used to OPS and AC3D that it is hard for me to be a man and suck up having to learn a new tool.It is fun to play with, and I love to be able to see the connection from Creator -> SM - it does clear stuff up. It seems to me that the biggest benefit gained using Creator is the 3D modeling and low detail LOD creation. AC3D is very weak in comparison... well it is $40 and a still a great app. But for FM/DM and enhancement work it seems that OPS is hard to beat - just in terms of making quick sweeping updates - the way the prop-lists are managed is just great! Also I find the DOF tools to work real well, I can align a DOF just where I want it real fast. Also that gun convergence, etc. - everything! So cool... Not knowing Creator -> SM that well yet, can anyone answer this? Are obBodyPts, airpoints, inertia volumes, and the like graphicaly represented in Creator? If not, how is this done? Now terrain making... this might be something. I have heard that we can not export the terrain as diced squares as needed for OpenPlane (this feature is disabled) - is that true? Well I have not had the time I wanted to work with Creator - I only have 30 mins. a day to do all my OpenPlane work  ------------------ -Sv =FC= WWI in SDOE!
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Tailslide Pilot
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posted 01-28- 02:27 PM
Laika, I can't get 1.2 to import the parts at all.. when I select the .obj file it comes up with a listbox that usually shows the parts names and it's totally empty (!) The old version works ok on the same file. TS
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Bryan Russell Pilot
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posted 01-28- 05:40 PM
SVIn Creator, a polygon based (or other helper/geometry type) object, that is not attached to a LOD, is used to graphically do the inertia volumes etc. The proplist for the object contains placeholders that are derived from the shape by MG.exe such as (plus (phyBoxInertia BOX phyCG CENTER)) Have a look at the Fokker, once you get in the right mind set it all falls into place, quite clever actually.
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Bryan Russell Pilot
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posted 01-30- 06:45 PM
Tailslide:It works OK for me, can you send the OBJ file and i'll have a look. IP: Logged |
Laika 801 Pilot
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posted 01-31- 03:01 AM
OPS V1.2 obj import works fine (execpt the position...) for me - so I dont know what´s wrong ...LK IP: Logged |