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Author Topic:   Idiot part three
DanW
Pilot
posted 02-01- 08:21 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Ok, I'm sure this has been covered before but Math 305G and CS303E are taking up too much of my time to do any research.

If I try to import an .obj file into ops with more than one part (like the front fuselage and the rear)the parts aren't lined up and appear in funny places. I saw in the 1.1 readme something about what to do in Max but since I have less than a week invested in Max I have no clue what to do at all.

I had the parts snapped together in Max before I exported the file. Is there anyway that I can get these into OPS without too much of a hassle. I need to have the parts together so the textures line up straight. If I do have to export one at a time, is there something i can do in max to export each piece seperately instead of at the same time? That way i wont have to mess with trying to figure out how to move anything in OPS.

dan

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Bryan Russell
Pilot
posted 02-01- 11:34 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
You need to save and reload the Sm file after a import becuase I'm too lazy to get the display bit right the first time

For you convenience there is a button on the toolbar (and also file|reload) that will automatically save and reload the current file.

Read the instructions about how the import/line up works becuase OPS assumes a few things. In short, you need to have the parent object modeled in MAX for every object you want to position. File refs are a problem in the current version which I have fixed but not released

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DanW
Pilot
posted 02-02- 05:15 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
OK...

I did save and reload the file....still out of place. So are you telling me that I should rebuild the whole P51 in max...save it as a max file and then export as an .obj?

Other than that I dont know how to reposition stuff in max.

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DanW
Pilot
posted 02-02- 07:19 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Can someone please give me the general steps to:

"center the object on the origin (coordinate 0,0,0) before you export for it to behave properly inside of OPStudio."

I don't have a lot of free time to mess with Max, so if someone could just lay down the basics with what I need to do to get the part s to show up on the right spot of the P51 in OPS. I have read the part in the readme file, but do not understand it.

I can get textures from Max to OPS, but without being able to map all the aircraft pieces at one time, I am at a real big disadvantage.

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Laika 801
Pilot
posted 02-02- 07:23 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
There are alot of topics in the Project/Tech Info wich covers this (look for postings from Tailslide and Bryan Russell) theme. Its not so easy to get all the parts positioned correctly. I didnt got it right till now
Maybe you had to position all the parts by hand (use keys for this !)...

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DanW
Pilot
posted 02-02- 09:06 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
The problem is that those topics mean nothing to me since I dont know what they are talking about. I dont have the time to research this thuroughly right now. I am just looking for someone who can do this to help me out if they can. I believe this is the only thing from stopping me from successfully remapping the mustang in SDOE.

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charmstar
Pilot
posted 02-02- 03:10 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
the way that sort of worked for me was to run a script in MAX that was distributed with OPS 1.2 on each object in my model. This removed transformations that I had done :-( So, then I went into Edit Mesh mode, and chose Vertex, and select all parts and rotated/translated as appropriate. It seemed like positioning had to be done at the subobject level. Then when I imported back into OPS, things were still scattered around a little, but all oriented the proper direction. From there I just manually moved the parts into position. I doubt it is the best way, but it works... well, OK, I haven't gotten anything to fly yet, but I think it will work :-)

charm

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Bryan Russell
Pilot
posted 02-02- 05:04 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
What the MAX script does is put the objects back to their default position and orientation (its actually reseting the object matrix).

What ou need to do is actually define the default position in the place you want it before you position it all up in MAX.

To do this there are a few methods, my fav is to use the MAXScript listner window and use the following commands:


old_mat = $.transform
$.transform = matrix3 1

---now rotate/move/scale at the vertex level, (thats editmesh->sub-object=vertex)---

$.transform = old_mat

the '$' represents the currently selected object in MAXr2.5 and above. $name also works to explicitly identify a object, for example


$P51D.transform = matrix3 1


When you do the $.transform = old_mat it will apply the matrix that it orignally had. If you rotated or moved the vertices of the obect it may not line up so you will need to rotate/move at the object level (no subobjects) to line it up. You can also use the pivot point to 'move' the default position of the object.


I hope thats not too much unintelligible stuff, my piss poor spelling probably doesn't help.

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DanW
Pilot
posted 02-02- 05:26 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
I have no scripts folder in my Max directory.

How do I run a script in Max?

How do I position something by the vertices?

I think my OpenPlane experience is about to come to an end unfortunately Everyone thanks for the help.

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JT
Pilot
posted 02-02- 05:49 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Dan,
Click on the tab with the little hammer icon on it. You will see a list of buttons. Press the "MaxScript" button. A list of 4 more buttons rolls out. To run a script, simply press the button labeled "Run Script" and a dialogue will let appear. Navigate to where you keep the script (the script for this is available at Bryan's site) and away you go!

About positioning stuff by verts... you know the transforms at the top of the screen that you use to move, scale, and rotate the UVW map around? You use those to move verts, faces, and edges around too. If you want to rotate a flap 5 degrees, for instance, simply select all the verts and rotate it along the proper axis. By the way, you can also use the Transform Type In tool to move things numerically. The Transform TypeIn is under Tools at the top of the screen.

[This message has been edited by JT (edited 02-02-2000).]

[This message has been edited by JT (edited 02-02-2000).]

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JT
Pilot
posted 02-02- 05:56 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Bryan, if after we type in ...

old_mat = $.transform
$.transform = matrix3 1

... the part is in the correct orientation (meaning no rotation is necessary), can we simply move it into position? And when we move it into position, do we do so at the object level or sub-object level? And, do I just move it back to where it was before I typed in the commands?

By the way, I think I'm finally getting this stuff.

[This message has been edited by JT (edited 02-02-2000).]

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Bryan Russell
Pilot
posted 02-02- 07:04 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
The old_mat thing probably isn't that useful, and in most cases it is probably best just to move the object manually. There are cases where it is useful, and that is why I used it, but I don't want to confuse the matter entirely


To help explain the object sub-object thing:

When you move something in sub-object vert/face/or edge sub-object mode you are directly moving the vertices in space (faces and edges are just a collection of verts). The objects matrix is not modified at all.

When you move at the object level, you are not modifing the verts, but rather the objects matrix.

After the $.transform = matrix3 1 then you need to move the vertices where you want them for the best import to OPS result (in sub-object mode), and then move the object so that a) it lines up and looks pretty in MAX and b) so that some matrix info is created for OPS to use in the autoline up. I assume that if you where happy with the look of the model in MAX before the $.transform ... then yes you would move it back to where it started.

[This message has been edited by Bryan Russell (edited 02-02-2000).]

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DanW
Pilot
posted 02-02- 07:09 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
So where am I trying to move this stuff to? Im confused(obviously ) How can I tell where it needs to go in OPS by where it is in MAx?

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DanW
Pilot
posted 02-02- 07:21 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Well, I went to bryan's ops site and got the script..ran it on the rudder of the p51...exported it and it positioned the rudder correctly on the mustang.

I guess it worked.

dan

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Bryan Russell
Pilot
posted 02-02- 07:23 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Think of each part as a seperate entity. After you do the $.transform = matrix3 1 in MAX you need to move/rotate the objects vertices (editmesh->subobject=vertices and select all verts) so that:

a) you have a axis for the object that would look ok if the axis was a broken off and the part was spinning in SDOE.

b) Have the part orinetated in such a way so that the minimum possible rotation is needed in OPS to line it up. This is becuase excessive rotations cause havoc with OPS's dof tools (maybe SDOE as well but I'm not sure) For example you would make sure the wing has the leading edge facing the right way and that the top surface is actually pointing up. Some things like the wheels and VStabs seem to have a convention where they are built flat and then rotated 90deg in SDOE. probably best to keep this, although I'm not sure what the significance is.

Once you are happy with the default position/orientation then in object mode, which is basically when no subobject mode is selected, you line with parts up in MAX the way you want it to look in the game. This provides a matrix that can be exported with the script I provided and also it helps alot with shading and texturing in MAX.

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DanW
Pilot
posted 02-02- 08:54 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Bryan:

When I do an export from OPS to Max I am losing the right side of the antenna(from the tail section). When I look at it in max or in the game it is gone. I didnt do anything to it, just a clean export from OPS. Any idea where it went?

Also, would it be possible to make the prop spinner 'spin' like it does on the Fw190? I believe the mustangs spinner is stationary.

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Bryan Russell
Pilot
posted 02-02- 10:55 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Maybe its 'marked' 2-sided in the OpenPlane polyflags. The OPS export to OBJ doesn't support this since the OBJ format doesn't.

To fix it you can either add the backface as a second poly in MAX, or leave it as it is and hope it actually works in the game. Note that OPS will show a polygon as 2-sided if the Openplane flag is set.

Fixing the prop is easy but probably a bit fiddly. All you really need to to in max is the following:


1) Select all of the polygons of the spinner in EditMesh mode in max

2) Use the detach button in the rollup to detach these polygons to a new object.

3) Copy this spinner object to 3 seperate objects.

4) Find or import the prop blades for normal, propFast and propBent (or whatever they are called) and attach each one of these to the spinners you made before.

5) Make sure the propblades are centred properly on the spinner and in the right place.

6) The prop(s) should have a default position of centred at the world origin and with the spinner pointing up. Once you have done this you can rotate and move the spinner with the normal blades into position. it doesn't matter about the others.


7) export it!

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DanW
Pilot
posted 02-03- 05:19 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Thank you sir!

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