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Author Topic:   Question on Creator
JT
Pilot
posted 02-06- 11:03 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
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.

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Zoycite
JAG
posted 02-06- 02:18 PM     Click Here to See the Profile for Zoycite   Click Here to Email Zoycite     Edit/Delete Message   Reply w/Quote
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).]

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Pang
Pilot
posted 02-09- 02:42 PM     Click Here to See the Profile for Pang   Click Here to Email Pang     Edit/Delete Message   Reply w/Quote
I asked MH if he had a tool for such a thing, but he didn't.

Pang

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Michael Harrison
General
posted 02-09- 02:44 PM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
We've never created one for the sole reason we never needed to go backward (or at least we haven't yet).

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Bryan Russell
Pilot
posted 02-09- 05:32 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
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

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Michael Harrison
General
posted 02-09- 07:25 PM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
bryan, are you saying that your license has expired? It should be a two-month license.

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Falck
Pilot
posted 02-09- 07:37 PM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
If you change the date on your computer Creator assumes youre trying to put one over on it.

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Bryan Russell
Pilot
posted 02-09- 09:10 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
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.

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Bryan Russell
Pilot
posted 02-09- 09:11 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
JT : what do you mean by ID polygons? maybe we can work something out.

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JT
Pilot
posted 02-09- 10:27 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
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.

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Bryan Russell
Pilot
posted 02-09- 11:35 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
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.

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JT
Pilot
posted 02-09- 11:55 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
>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.

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Tailslide
Pilot
posted 02-10- 02:03 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

> 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

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DanW
Pilot
posted 02-10- 04:57 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Ditto to the last statement.

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