Started by eggman121, December 29, 2016, 06:01:10 PM
0 Members and 1 Guest are viewing this topic.
Quote from: tomvsotis on November 16, 2017, 11:58:13 PMYeah, to clarify, the prob i'm having isn't importing the model; it's successfully applying the textures i baked in Blender. Has anyone managed to do this? I baked a texture map, but I can't seem to get Gmax to import the UV map from Blender w the 3ds file, and even if I do manage to get the map into Gmax (via exporting from Blender as a .obj file), the baked textures don't seem to follow the map and thus show up on the model as a giant mess. Ugh.And eggman, your method sounds fascinating, but it's well beyond my experience at this point!
Quote from: rivit on January 28, 2019, 02:29:14 PMIf I can help in some way don't hesistate to ask - perhaps I should download Blender and see if I can parallel your efforts so we have notes to compare? Im a bit of a noob with modelling programs though.
Quote from: vortext on February 10, 2019, 06:17:31 AMHowever at the moment I'm thinking to rotate all the scene objects around the world origin, as this functionality could potentially also benefit making diagonal and far renders. Moreover I'll need to go over all the scene objects anyway in order to fit the LOD.
Quote from: vortext on February 10, 2019, 06:17:31 AMQuote from: rivit on January 28, 2019, 02:29:14 PMIf I can help in some way don't hesistate to ask - perhaps I should download Blender and see if I can parallel your efforts so we have notes to compare? Im a bit of a noob with modelling programs though.As been said this would be a good time to try out Blender for sure, though couple of things to keep in mind. First it still is quite a daunting piece of software to navigate as it is capable of so much more than just modelling (animation, simulation, fx, post processing, etc) so be prepared for lot of 'which damn menu was this thing again. .' Secondly, the new version does introduce an unwanted side-effect in that if you search for 'how do I do this specific thing in blender' around 95% of the results are for older versions.
Quote from: fantozzi on February 03, 2019, 04:21:58 AM*snip*Please tell me if this works for you too. Thanks.
Quote from: tomvsotis on February 13, 2019, 06:39:19 PMDamn, you can manage one of my projects any time!
Quote from: rivit on February 13, 2019, 02:02:12 PMThe current scripts are very bound to gmax, rambling, untyped, not fully qualified and hence ambiguous to some extent - I have started (20% in) to port these (original gmax BAT) to VB.NET so that they can be at least checked for completeness by compilation. This allows me to separate script-only code from internal gmax functions which need to find Blender equivalents. Eventually it gives me a baseline protoype app shell independent of gmax which should make it easier to subsequently recode into Python (by someone who can). (Needs someone who knows the Blender API well)
Quote from: rivit on February 13, 2019, 02:02:12 PMHowever, since we need to make such a large transition in code, we are not obliged to keep all features or methods applied in gmax, nor even functional constraints as long as we produce Simcity4 compliant outputs. Hence simplification should be a catch-cry wherever we can.
Quote from: rivit on February 10, 2019, 03:01:16 PMA question - can you set Blender up to be/work in Left Handed, XZ base plane, Y pointing up Coordinates ie in DirectX mode a la SC4, or is it Righthanded XY baseplane, Z up only?
Quote from: vortext on February 15, 2019, 05:33:30 AMHowever if I understood Robin's post here correctly the majority of these steps can be taken care off manually with already existing tools.
Quote from: rivit on February 14, 2019, 07:44:43 PMa) can I have a copy (zip) of the BAT gamepack folder for BAT4Max as it is in your setup, please....... Some snapshots of the tool Rollout would also be useful.
Quote from: rivit on February 14, 2019, 07:44:43 PMb) would you consider the following idea for a reference BAT. Imagine something one could put to use in-game but that anyone can primarily use to test the scripts and strengths/weaknesses of gmax, Bat4Max and Blender (eventually). Also it might help people calibrate/improve their color setups. It should be: smallish, somewhat asymmetrical , say 3x2 textures, so as to trigger the slice and dice in the scriptnight lit using modern methods to test the day and night rendering quality, shadows, transmitted light and cast lighttricky enough geometry to stump default LODs and hence need custom LODs and exercise the Ray tracing wellexportable to gmax, Blender (I don't know what it accepts)renderable in gmax, Max and Blender (we have no data to compare).If its got a few snafus in textures/colours that would be good too - say sharp edges, contrasts, patterns
Page created in 0.230 seconds with 35 queries.