Started by eggman121, December 29, 2016, 06:01:10 PM
0 Members and 1 Guest are viewing this topic.
Quote from: rivit on February 14, 2019, 07:44:43 PMThanks Tom and Matt, I really appreciate your replies, and will take advantage from them Tom : given you've had more Blender experience that most of us some things that would be useful to know:a) How do you record Macros and get them out of Blender into a script? Using macros tells us a lot about how to code the scripts later and may save us quite a bit of coding. Its a trick I use in Excel when I havent got a clue how to code something - recording actions as a macro and then editing it is easier than inventing it from scratch.
Quote from: rivit on February 14, 2019, 07:44:43 PMb) How do you make/automate LODs in Blender? - given in Max they're just Bounding Boxes, but we'd like better than that
Quote from: rivit on February 16, 2019, 04:23:22 PMTom, thats terrific! It might be a bit clunky but it means that we don't actually have to imagine all of the code we need - just by manually doing the actions we need we can get a lot closer than we think. I'm sure that's going to get a lot of use and be a huge time saver.
Quote from: rivit on February 16, 2019, 04:23:22 PMTODO: What platforms are we intending to support Windows/Linux/Apple? Current stuff is very Windows-centric - it affects .exes more than anything - in principle it could all be python (which would need to be written from scratch) but we have existing code in .net which could be ported (read largely recompiled) to .Net Core. Also there's quite a bit of java code about from earlier contributors. Basically we need to be able to do Bitmap manipulation (which is OS dependent), FSH encoding, S3D encoding, DAT assembly. Everything else seems inside the 3DTools.
Quote from: rivit on February 16, 2019, 07:22:08 PMIf you initialize the boundingbox with large negative maxes and positive mins then it will encompass only the extent of the object by the time you've fed everything through it - even if it was only one point.
Quote from: rivit on February 16, 2019, 07:22:08 PMIs there no Blender function to get the Object Extent? == BoundingBox, or its max or min dimensions?
Quote from: vortext on February 17, 2019, 02:59:45 AMAlso Tom, are you able to export models as 3ds in version 2.8? If so, how exaclty?
QuoteIf I export 3ds from Blender, most of the time it doesn't work in gmax for me ("improper format" or so).You may try this:a) download this converter written with gmax in mind (by a ms flight simulator fan): https://www.scenerydesign.org/modelconverterx/b) from Blender export to *.dae formatc) import the dae into the model above converter and export as 3ds.
Quote from: vortext on February 17, 2019, 05:59:24 AM came to realize (while doing some cleaning )
Quote from: rivit on February 17, 2019, 09:42:42 PMI've continued to plough on through code (O so repetitive code - very little refactoring has been done) so don't have a lot to mention except that the exporting of the LODs seems a rather unnecessary evil - I read somewhere that its to 'not break the Maxis EULA' that we export to gmax and make up the s3ds from there. Why?
Quote from: rivit on February 17, 2019, 09:42:42 PMAlso a pita about the no .3ds export - however code for writing them (very simple ones) does exist in NetWorld I expect, and is probably not that hard although messier than .objs which are very elementary. I have (written) code to read them .3ds and obj many years ago. If I understand the process we really only need points and mesh triangles - everything else is deduced.
Quote from: rivit on February 17, 2019, 09:42:42 PMTODO: verify what image formats are output by Blender from a Render - in particular we would like 32bit ARGB bmps, but 24bit RGB will do but then we'll need two - one for color, one for alpha. PNGs are serviceable but much harder to manipulate natively in code - Windows does load them more-or-less correctly but doesn't save them well.
Quote from: rivit on February 17, 2019, 09:42:42 PMCall me a Noob but if all we are doing is importing/creating S3Ds from slices of a LOD mesh projection after mapping UV coordinates to textures and then putting both S3ds and FSH into a DAT, then why is does that break the EULA? Reader can make S3Ds, and do packaging of DATs, just as well as a number of other tools manipulate dats, s3ds and FSH. Do they not break the EULA? Whats special here? We are not reverse engineering any Maxis executable code in this - we have reverse engineered the data. I am reminded of the Unisys GIF patent...
Quote from: tomvsotis on February 17, 2019, 10:34:17 PMHuh. I always wondered about this, too. It's particularly annoying in this context as it single-handedly undermines the whole cross-platform nature of the enterprise: SC4 is cross-platform (at least until Apple completely discontinues support for 32-bit apps, but that's a separate discussion), Blender is cross-platform, Python is cross-platform, but gmax... isn't. It's prob worth finding the EULA in question and seeing what it actually says.
Quote from: mgb204 on February 18, 2019, 01:38:19 AMPerhaps it won't make me popular, but SC4 is not multi-platform. Sure you CAN play it on Linux and a consistently borked Mac version exists. But few of the modding tools, including none of the official ones, ever worked outside of Windows.
Quote from: rivit on February 15, 2019, 04:06:11 PMThe building is quite the things I had envisaged. My logic is such - if Blender can't actually match Bat4Max in outputs then we need to find out where, how to compensate and make a decision if its worth it. Same goes for handling imports/exports. To get there we need something to compare with. The gmax bit is so that we have target files with which to compare the outputs into SC4, as Bat4Max produces files that are 2x larger than gmax to start with.This should also give the creator types something to get their teeth into as far as render settings etc. So thank you so far - brilliant, and I'm sure the Engineering Dept will find good use.
Quote from: rivit on February 20, 2019, 04:57:53 AM In other news I read that Blender uses a XYZ axes with Y facing forward, Z up, 3dsmax is XYZ with Y facing backwards, Z up, and SC4 is XZY with Z forwards and Y Up. This affects thinking about transforms and other maths operations we use when comparing operations with 3dsmax.
Quote from: rivit on February 16, 2019, 04:23:22 PMTODO: can someone take the Sun/Sky/Camera/Target objects in a Bat4Max and a gmax scene and dump/print out/record all of their attributes so we can compare these properly. We need to know they are absolutely the same/equivalent and it would be advantageous to record/set these in the scripts rather than have them float around in some scene where no one can see them.
Quote from: rivit on February 17, 2019, 09:42:42 PMEven more oddly, it seems the BAT4Max scripts still do all of the work that mapping and slicing entail but so far I can't find anywhere they are output, so its busy work that wasn't turned off - and a quite meaty part of the processing.
Quote from: rivit on February 20, 2019, 04:57:53 AMStill need to parse CP's BuildingMill for all the special Night Window stuff - which having never used, I don't understand at all from a process perspective.
Quote from: vortext on February 22, 2019, 05:21:15 AMQuote from: rivit on February 16, 2019, 04:23:22 PMTODO: can someone take the Sun/Sky/Camera/Target objects in a Bat4Max and a gmax scene and dump/print out/record all of their attributes so we can compare these properly. We need to know they are absolutely the same/equivalent and it would be advantageous to record/set these in the scripts rather than have them float around in some scene where no one can see them.Yeah I'm interested in this as well, would be much appreciated it we can get more info on the cameras, world settings and all related 'global' properties. ~~~~
Page created in 0.094 seconds with 32 queries.