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Author
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Topic: Question on Creator
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JT Pilot
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posted 02-06- 11:03 AM
Is there anyway to load an .sm into Creator? I'm desparately in need of a way to ID polygons and I know I can do it with Creator. IP: Logged |
Zoycite JAG
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posted 02-06- 02:18 PM
I havnt found a way yet To bad the flt to sm dosnt work the other way. I have been loading lods as dxf and 3ds files. Actually I'm finding by re-working my lods in creator I'm able to cut the poly count alot.------------------ Zoycite {GS} GUNSLINGERS visit The War Paint Factory [This message has been edited by Zoycite (edited 02-06-2000).] IP: Logged |
Pang Pilot
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posted 02-09- 02:42 PM
I asked MH if he had a tool for such a thing, but he didn't.Pang IP: Logged |
Michael Harrison General
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posted 02-09- 02:44 PM
We've never created one for the sole reason we never needed to go backward (or at least we haven't yet).IP: Logged |
Bryan Russell Pilot
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posted 02-09- 05:32 PM
I started to make a plugin, but then I changed the date on my machine (not to try and beat creators license, it was just out by a day) and it unlicensed my version and I discovered that user created plugins aren't supported in the 'read-only' version, so I gave up  IP: Logged |
Michael Harrison General
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posted 02-09- 07:25 PM
bryan, are you saying that your license has expired? It should be a two-month license.IP: Logged |
Falck Pilot
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posted 02-09- 07:37 PM
If you change the date on your computer Creator assumes youre trying to put one over on it.IP: Logged |
Bryan Russell Pilot
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posted 02-09- 09:10 PM
Falck's basically right, it turns out the date was out by a day for some reason before I installed Creator and when I fixed it (without thinking too hard obviously) Creator's license got stuffed up because of there anti cheating thing. I actually new it would do that before I changed the date but, as I said... I wasn't thinking too hard at the time.Its not really a biggie, I had decided that Creator was going to be too difficult to work out and have something done in the time frame anyway. IP: Logged |
Bryan Russell Pilot
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posted 02-09- 09:11 PM
JT : what do you mean by ID polygons? maybe we can work something out.IP: Logged |
JT Pilot
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posted 02-09- 10:27 PM
I need to be able to identify which polygon on my plane is which polygon in the LOD file listing. I have to do a little bit of manual texture reference editing sometimes because I sometimes have a part that uses more than one tiff. I can usually take a pretty good guess as to what face is what based on the face normals, but it would be a lot easier if I could just point on a polygon in OPS and have it tell me what the numerical ID of that polygon is.IP: Logged |
Bryan Russell Pilot
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posted 02-09- 11:35 PM
I don't know if this helps but OPS should handle the import of LODs where there is more that one texture/material per LOD. it worked last time I tried it anyway. All you need to do is texture it up in MAX the way you want it and export it with a material file. Make sure you select 'use scene material' rather than 'use library' in the MAX2OBJ plugin dialogs as the library setting doesn't do much.I think you can only assign materials to individual faces in Editable Mesh mode rather than Edit Mesh. Other than that I have been thinking of ways to get access to polygons, and maybe verts, in OPS. Creator provided some inspiration, but I probably won't do anything until april, for obvious reasons. IP: Logged |
JT Pilot
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posted 02-09- 11:55 PM
>I think you can only assign materials to individual faces in Editable Mesh mode rather than Edit Mesh.Correct. I basically have to collapse the stack if I want to apply a new material to polygons within a shape that's already been assigned a material. Mesh select is also useless if you're trying to apply more than one material to an object. >I don't know if this helps but OPS should handle the import of LODs where there is more that one texture/material per LOD. it worked last time I tried it anyway. All you need to do is texture it up in MAX the way you want it and export it with a material file. Thanks. I'll try it again. It wasn't working for me when last I tried, but I probably gave up too quickly. When stuff in Openplane doesn't go my way immediately, I tend to revert back to my old, manual methods of editing LODs. Anyway, thanks again for the tips. IP: Logged |
Tailslide Pilot
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posted 02-10- 02:03 AM
> I have to do a little bit of manual >texture reference editing sometimes because >I sometimes have a part that uses more than >one tiff. Maybe I got lucky but multiple tifs per object isworking ok for me with no special effort going from max to OPS. TS IP: Logged |
DanW Pilot
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posted 02-10- 04:57 AM
Ditto to the last statement.IP: Logged |