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Канал Elite » Канал проекта Elite 3 под Direct 3D: «For English speaking users»
HeadHunter
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Arn talking about detalization. "Detalization for the scale". Visual sense of size. Улыбка

Abstract example.
Parallelepiped with a small door - we see a big house.
The same parallelepiped with a large door - we see a small house.

And so on. Details. "Anatomical" details about the people, etc.

For example (for spaceships)- illuminator.

Хы... Хы... Хы...

And so on.
_________________
..А поверх седых облаков
Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..

Последний раз редактировалось: HeadHunter (18:40 28-11-2010), всего редактировалось 5 раз(а)
    Добавлено: 18:37 28-11-2010   
-wandour-
 





Гы-гы yep, didn't really put much effort into these details... i'm a generally lazy guy Гы-гы ...next time

thanks for the spec HeadHunter Улыбка

comming up:

and no worries, there are some doors Хы...
    Добавлено: 20:50 28-11-2010   
HeadHunter
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ОК.

Good, fantastic! Улыбка Супер!

Only.. one thing - it's animated gateway for police ships:

Can you rotate the building?.. Улыбка

добавлено спустя 10 минут:
About City and Trader (by -wandour-)...
I have good internet now, but without normal computer (temporarily) - and take this fotos from forums.frontier.co.uk.. Улыбка

 Cкрытый текст   (кликните здесь для просмотра)

_________________
..А поверх седых облаков
Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..

Последний раз редактировалось: HeadHunter (01:34 30-11-2010), всего редактировалось 7 раз(а)
    Добавлено: 22:50 28-11-2010   
Arn
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Hi wandour!
Beautiful models! But you need to add details to emphasize scale. Here screen where I have some dimensions of buildings we have in the game:


Maybe add a small details and the lights of windows?

(sorry for my very bad english)

Последний раз редактировалось: Arn (01:32 29-11-2010), всего редактировалось 1 раз
    Добавлено: 01:32 29-11-2010   
pinback
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Awesome work Wandour. Супер! Супер!
    Добавлено: 21:28 29-11-2010   
Jahell
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Отличные модели, но Арн прав. Масштаб моделей надо соблюдать, иначе опять получится винегрет из размеров моделей.

Excellent models, but Arn of the rights. The scale of models should be observed, differently vinaigrette from the sizes of models again will turn out.
_________________
"Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая)
    Добавлено: 20:06 30-11-2010   
-wandour-
 





Little rescale... http://www.megaupload.com/?d=EOCKUV71

Can someone please upload a scale scene, or the hope terminal(i cant convert it from .x, milkshape crashes when i try to, man there is a lot of polys Подмигиваю ) in max8 scene... thanks

Anyway, when i look at the terminal... Вау! what's the polygon limit nowdays?

HeadHunter :
it's animated gateway for police ships:
Can you rotate the building?.. Улыбка

this is just a max render, in the game these buildings are oriented a little differently. I think we already talked about the gateway for police ships last year... if i remember right they didn't spawn at these buildings. Are they now?

pinback :
Awesome work Wandour

Thanks for the appriciaton pinback, nice to see you again, same goes for Jahell Супер!
    Добавлено: 11:55 01-12-2010   
HeadHunter
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-wandour- :
think we already talked about the gateway for police ships last year... if i remember right they didn't spawn at these buildings. Are they now?

I do not remember what we decided, but Улыбка :


P.S.>

SpaceStation: ≤ 15000-20000
PlanetStation: ≤15000
Other buildings: ≤1000

добавлено спустя 2 минуты:
My notebook - a big brake.. Расстроен

добавлено спустя 2 минуты:
-wandour- :
comming up:
IMHO - 7500-10000-15000 - normal. PlanetStation, anyway.. But 15000 - with the economy, only if need..

\File deleted (included in the archive).\
_________________
..А поверх седых облаков
Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..

Последний раз редактировалось: HeadHunter (01:08 01-11-2011), всего редактировалось 5 раз(а)
    Добавлено: 13:39 01-12-2010   
-wandour-
 





HeadHunter :
I do not remember what we decided, but Улыбка :


Ah,i see so i'm the one remembering it wrong Гы-гы ok...
    Добавлено: 15:06 02-12-2010   
potsmoke66
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permission needed

who ever created the asp?

i feelt free to convert it to pioneer, but its still "locked".
if i get the ok from the owner, i will upload it.
else it should be no big deal for the community (parts of) to do it themselfes.


btw, i love those new buildings.


that is

a - a cool ship
b - a "basic" constrictor
c - only possiple in pioneer
_________________
Dead-Head
someone who has a free pass, a blind passenger ;)

Последний раз редактировалось: potsmoke66 (01:39 13-01-2011), всего редактировалось 1 раз
    Добавлено: 01:30 13-01-2011   
HeadHunter
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potsmoke66 :
who ever created the asp?

mr. SparkS
http://www.elite-games.ru/conference/profile.php?mode=viewprofile&u=955

potsmoke66 :
btw, i love those new buildings.

Yes. Улыбка And I must uploaded it in "Downloads: FFE D3D (New Files)". Улыбка

potsmoke66 :
constrictor

Улыбка Пьем пиво вместе!
_________________
..А поверх седых облаков
Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..

Последний раз редактировалось: HeadHunter (16:23 13-01-2011), всего редактировалось 3 раз(а)
    Добавлено: 15:53 13-01-2011   
potsmoke66
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i know there's allready a constrictor in ffed3d,
just for competition or whatever
i converted my conny roughly to .X

sadly skins limited to 1024x1024?

and of course no glow effect or anything else possible, i decided to give it a green colour, sadly no colorvariable.



well anims have to be done, and all the rest of details like the pilots,
thrusters won't fit anyway, in pioneer i don't have to respect the original setup and most of my ships got maneuvering thrusters in all directions.

btw, it might look like it's based on the exported model of ffed3d, but it's basically a scripted model based on the original code. i used the export only for the scale fitting to ffed3d

it will look like this,
 Cкрытый текст   (кликните здесь для просмотра)
Код:
define_model('con_flap_fr', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'},
      },
   static = function(lod)
      
      if lod > 3 then
         texture('con_flap_f.png',v(.0125,.5,0),v(.142,0,0),v(0,-.0494,0))
      elseif lod > 1 then
          texture('con_flap_f_s.png',v(.0125,.5,0),v(.142,0,0),v(0,-.0494,0))
      end
      extrusion(v(0,0,0),v(0,0,.3),v(0,1,0),1,v(0,-10,0),v(0,10,0),v(-3.5,10,0),v(-3.5,-10,0))
   end
})
   
define_model('con_flap_fl', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'},
      },
   static = function(lod)
      
      if lod > 3 then
         texture('con_flap_f.png',v(.005,.5,0),v(.142,0,0),v(0,-.0494,0))
        elseif lod > 1 then
          texture('con_flap_f_s.png',v(.005,.5,0),v(.142,0,0),v(0,-.0494,0))
      end
      extrusion(v(0,0,0),v(0,0,.3),v(0,1,0),1,v(0,10,0),v(0,-10,0),v(3.5,-10,0),v(3.5,10,0))
   end
})

define_model('con_flap_rr_r', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'},
      },
   static = function(lod)
      
      if lod > 3 then
         texture('con_flap_rr.png',v(.0125,.5,0),v(.142,0,0),v(0,-.0494,0))
        elseif lod > 1 then
          texture('con_flap_rr_s.png',v(.0125,.5,0),v(.142,0,0),v(0,-.0494,0))
      end
      extrusion(v(0,0,0),v(0,0,.3),v(0,1,0),1,v(0,-10,0),v(0,10,0),v(-3.5,10,0),v(-3.5,-10,0))
   end
})
   
define_model('con_flap_rr_l', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'},
      },
   static = function(lod)
      
      if lod > 3 then
         texture('con_flap_rr.png',v(.005,.5,0),v(.142,0,0),v(0,-.0494,0))
       elseif lod > 1 then
          texture('con_flap_rr_s.png',v(.005,.5,0),v(.142,0,0),v(0,-.0494,0))
      end
      extrusion(v(0,0,0),v(0,0,.3),v(0,1,0),1,v(0,10,0),v(0,-10,0),v(3.5,-10,0),v(3.5,10,0))
   end
})

define_model('con_flap_rl_r', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'},
      },
   static = function(lod)
      
      if lod > 3 then
         texture('con_flap_rl.png',v(.0125,.5,0),v(.142,0,0),v(0,-.0494,0))
        elseif lod > 1 then
          texture('con_flap_rl_s.png',v(.0125,.5,0),v(.142,0,0),v(0,-.0494,0))
      end
      extrusion(v(0,0,0),v(0,0,.3),v(0,1,0),1,v(0,-10,0),v(0,10,0),v(-3.5,10,0),v(-3.5,-10,0))
   end
})
   
define_model('con_flap_rl_l', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'},
      },
   static = function(lod)
      
      if lod > 3 then
         texture('con_flap_rl.png',v(.005,.5,0),v(.142,0,0),v(0,-.0494,0))
        elseif lod > 1 then
          texture('con_flap_rl_s.png',v(.005,.5,0),v(.142,0,0),v(0,-.0494,0))
      end
      extrusion(v(0,0,0),v(0,0,.3),v(0,1,0),1,v(0,10,0),v(0,-10,0),v(3.5,-10,0),v(3.5,10,0))
   end
})

define_model('con_piston_f', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 7,
         materials={'chrome'},
      },
   static = function(lod)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
    end,
   dynamic = function(lod)
        local trans = 0.5*math.pi*math.clamp(1.5*(get_arg(0)-0.3), 0, 1)
      if lod > 1 then
         texture('models/ships/constrictor/metal.png')
      end
      use_material('chrome')
      ring(3*lod,v(0,0,0),v(0,0,-1.1-2*trans),v(0,1,0),.3)
      ring(3*lod,v(0,0,0),v(0,0,-1.3-4*trans),v(0,1,0),.25)
        ring(3*lod,v(0,0,0),v(0,0,-1.5-6.5*trans),v(0,1,0),.2)
   end
})

define_model('con_w_front_0', {
   info = {
         lod_pixels={.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome'}
      },
   static = function(lod)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)

      local divs = lod*3
      
      if lod > 1 then
          use_material('chrome')
          texture('metal.png',v(.5,.1,0),v(.25,0,0),v(0,-.18,0))
      end
      ring(divs,v(3.5,0,0),v(-3.5,0,0),v(0,1,0),.6)
      ring(divs, v(0,0,0),v(0,10.2,0),v(0,0,1),.4)
        ring(divs, v(.5,10.2,0),v(-.5,10.2,0),v(0,1,0),.4)
      if lod > 1 then
          texture('tire.png',v(.51,.08,0),v(0,0,.95),v(0,.35,0)) --v(0,0,.95), v(0,.35,0))
      end
      xref_cylinder(lod*4,v(.5,10.2,0),v(2,10.2,0),v(0,0,1),1.8)
   end
})

define_model('con_w_front', {
   info = {
           lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome', 'grey', 'inside', 'hole', 'cv1'},
      },
   static = function(lod)
        set_material('grey', .7,.72,.7,1,.63,.7,.83,30)
      set_material('inside', .2,.2,.2,1, 0,0,0, 1)
      set_material('hole', 0,0,0,0,0,0,0,0)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
   end,
   dynamic = function(lod)
      if get_arg(0) ~= 0 then
         local v0 = v(3.5,-4,10)
         local v1 = v(-3.5,-4,10)
         local v2 = v(3.5,0,10)
         local v3 = v(-3.5,0,10)

            local v6 = v2
         local v7 = v(3.5,0,-10)
         local v8 = v(0,0,10)
         local v9 = v(0,0,-10)

           local frot = math.pi*math.clamp(get_arg(0),0,.5)
         local wrot = 0.5*math.pi*math.clamp(1.5*(get_arg(0)-0.3), 0, 1)

            if lod > 1 then
            set_material('cv1',get_arg_material(1))
            use_material('inside')
            texture('models/ships/constrictor/iron.png',v(.5,.5,0),v(.1,0,0),v(0,0,1))
            extrusion(v(0,0,-10),v(0,0,10),v(0,1,0),1,v2,v0,v1,v3)

            use_material('chrome')
            texture('models/ships/constrictor/metal.png')
              sphere_slice(3*lod,lod,0,.5*math.pi, Matrix.translate(v(0,-4,-1)))
         end

         call_model('con_w_front_0',v(0,-2.2,-8),v(1,0,0),v(0,math.sin(wrot),math.cos(wrot)), 1.0)

            call_model('con_piston_f',v(0,-4,-1),v(-1,0,0),v(0,-math.sin(.415*wrot),-math.cos(.415*wrot)),1)

            if lod > 1 then
            use_material('cv1')
         end
         call_model('con_flap_fr',v(-3.5,0,0),v(-math.cos(frot),-math.sin(frot),0),v(0,0,-1),1)
            call_model('con_flap_fl',v(3.5,0,0),v(-math.cos(frot),math.sin(frot),0),v(0,0,-1),1)
           
         -- cutout          
           if lod > 1 then
            use_material('hole')
            zbias(1, v(0,0,0), v(0,1,0))
               xref_quad(v8, v6, v7, v9)
               zbias(0)
         end
      end
   end
})
      
define_model('con_w_rear_0', {
   info = {
            lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials = {'metal', 'chrome'},
         },
   static = function(lod)
      set_material('metal', .2,.23,.25,1,.35,.38,.4,10)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
      
      use_material('metal')
      texture('metal.png',v(.5,.5,0),v(0,0,1),v(0,.5,0))
        xref_cylinder(4, v(0,0,7), v(0,0,-7), v(0,1,0), .5)

      use_material('chrome')
      sphere_slice(3*lod,lod,0,.5*math.pi, Matrix.translate(v(0,-.5,0))*Matrix.rotate(math.pi,v(1,0,0))*Matrix.scale(v(.5,.5,.5)))


      texture('tire.png', v(.495,.515,0), v(0,0,.95), v(0,.35,0))
      cylinder(4*lod, v(.5,0,6), v(2,0,6), v(0,1,0), 1.8)
      cylinder(4*lod, v(.5,0,0), v(2,0,0), v(0,1,0), 1.8)
      cylinder(4*lod, v(.5,0,-6), v(2,0,-6), v(0,1,0), 1.8)
      
      cylinder(4*lod, v(-.5,0,6), v(-2,0,6), v(0,1,0), 1.8)
      cylinder(4*lod, v(-.5,0,0), v(-2,0,0), v(0,1,0), 1.8)
      cylinder(4*lod, v(-.5,0,-6), v(-2,0,-6), v(0,1,0), 1.8)
   end
})   

define_model('con_w_rear_r', {
   info = {
           lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome', 'grey', 'inside', 'hole', 'cv1'},
      },
   static = function(lod)
        set_material('grey', .7,.72,.7,1,.63,.7,.83,30)
      set_material('inside', .2,.2,.2,1, 0,0,0, 1)
      set_material('hole', 0,0,0,0,0,0,0,0)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
   end,
   dynamic = function(lod)
       if get_arg(0) ~= 0 then
         local v0 = v(3.5,-4,10)
         local v1 = v(-3.5,-4,10)
         local v2 = v(3.5,0,10)
         local v3 = v(-3.5,0,10)

            local v6 = v2
         local v7 = v(3.5,0,-10)
         local v8 = v(0,0,10)
         local v9 = v(0,0,-10)

           local frot = math.pi*math.clamp(get_arg(0),0,.5)
         local rot = 0.5*math.pi*math.clamp(get_arg(0)-.3 ,0,1)
         local trans = math.clamp(get_arg(0)-.3 ,0,1)

            if lod > 1 then
            set_material('cv1',get_arg_material(1))
            use_material('inside')
            texture('models/ships/constrictor/iron.png',v(.5,.5,0),v(.1,0,0),v(0,0,1))
            extrusion(v(0,0,-10),v(0,0,10),v(0,1,0),1,v2,v0,v1,v3)

                use_material('chrome')
              texture('models/ships/constrictor/metal.png',v(.5,.5,0),v(0,0,.5),v(0,1,0))
            sphere_slice(3*lod,lod,0,.5*math.pi, Matrix.translate(v(0,-4,8)))
            sphere_slice(3*lod,lod,0,.5*math.pi, Matrix.translate(v(0,-4,-8)))
         end

         tapered_cylinder(3*lod,v(0,-2.7+14.6*trans,0),v(0,-4,8),v(1,0,0),.3,.5)
         tapered_cylinder(3*lod,v(0,-2.7+14.6*trans,0),v(0,-4,-8),v(1,0,0),.3,.5)
         
         call_model('con_w_rear_0',v(0,-2.2+14.6*trans,0),v(1,0,0),v(0,1,0),1)

            if lod > 1 then
            use_material('cv1')
         end
         call_model('con_flap_rr_r',v(-3.5,0,0),v(-math.cos(frot),-math.sin(frot),0),v(0,0,-1),1)
            call_model('con_flap_rr_l',v(3.5,0,0),v(-math.cos(frot),math.sin(frot),0),v(0,0,-1),1)

         -- cutout
           if lod > 1 then
            use_material('hole')
            zbias(1, v(0,0,0), v(0,1,0))
               xref_quad(v8, v6, v7, v9)
               zbias(0)
         end
      end
   end
})

define_model('con_w_rear_l', {
   info = {
           lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome', 'grey', 'inside', 'hole', 'cv1'},
      },
   static = function(lod)
        set_material('grey', .7,.72,.7,1,.63,.7,.83,30)
      set_material('inside', .2,.2,.2,1, 0,0,0, 1)
      set_material('hole', 0,0,0,0,0,0,0,0)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
   end,
   dynamic = function(lod)
       if get_arg(0) ~= 0 then
         local v0 = v(3.5,-4,10)
         local v1 = v(-3.5,-4,10)
         local v2 = v(3.5,0,10)
         local v3 = v(-3.5,0,10)

            local v6 = v2
         local v7 = v(3.5,0,-10)
         local v8 = v(0,0,10)
         local v9 = v(0,0,-10)

           local frot = math.pi*math.clamp(get_arg(0),0,.5)
         local rot = 0.5*math.pi*math.clamp(get_arg(0)-.3 ,0,1)
         local trans = math.clamp(get_arg(0)-.3 ,0,1)

            if lod > 1 then
            set_material('cv1',get_arg_material(1))
            use_material('inside')
            texture('models/ships/constrictor/iron.png',v(.5,.5,0),v(.1,0,0),v(0,0,1))
            extrusion(v(0,0,-10),v(0,0,10),v(0,1,0),1,v2,v0,v1,v3)

                use_material('chrome')
              texture('models/ships/constrictor/metal.png',v(.5,.5,0),v(0,0,.5),v(0,1,0))
            sphere_slice(3*lod,lod,0,.5*math.pi, Matrix.translate(v(0,-4,8)))
            sphere_slice(3*lod,lod,0,.5*math.pi, Matrix.translate(v(0,-4,-8)))
         end

         tapered_cylinder(3*lod,v(0,-2.7+14.6*trans,0),v(0,-4,8),v(1,0,0),.3,.5)
         tapered_cylinder(3*lod,v(0,-2.7+14.6*trans,0),v(0,-4,-8),v(1,0,0),.3,.5)
         
         call_model('con_w_rear_0',v(0,-2.2+14.6*trans,0),v(1,0,0),v(0,1,0),1)

            if lod > 1 then
            use_material('cv1')
         end
         call_model('con_flap_rl_r',v(-3.5,0,0),v(-math.cos(frot),-math.sin(frot),0),v(0,0,-1),1)
            call_model('con_flap_rl_l',v(3.5,0,0),v(-math.cos(frot),math.sin(frot),0),v(0,0,-1),1)

         -- cutout
           if lod > 1 then
            use_material('hole')
            zbias(1, v(0,0,0), v(0,1,0))
               xref_quad(v8, v6, v7, v9)
               zbias(0)
         end
      end
   end
})

define_model('con_pyl_0', {
   info = {
           lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials={'inside'},
      },
   static = function(lod)
      set_material('inside', .2,.2,.2,1, 0,0,0, 1)
      use_material('inside')
      cylinder(6,v(0,0,0),v(0,0,-2),v(0,1,0),.4)
   end
})

define_model('con_gun', {
   info = {
           lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome', 'matte', 'black'},
      },
   static = function(lod)
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
      set_material('black',0,0,0,1,0,0,0,1)
      set_material('matte', .2,.22,.25,1,.4,.42,.45,10)   
         
      use_material('chrome')      
      if lod > 3 then
         texture('gun.png',v(.5,.78,0),v(3,0,0),v(0,0,-.09))
      else
         texture('gun_s.png',v(.5,.78,0),v(3,0,0),v(0,0,-.09))
      end
      cylinder(3*lod,v(0,0,0),v(0,0,-4.5),v(0,1,0),.15)
      
      use_material('matte')
      if lod > 3 then
         texture('grill.png',v(.5,.995,0),v(.5,0,0),v(0,0,-.8))
      else
         texture('grill_s.png',v(.5,.995,0),v(.5,0,0),v(0,0,-.8))
      end
      cylinder(3*lod,v(0,0,0),v(0,0,-2.5),v(0,1,0),.3)

      sphere_slice(4*lod,2*lod,0,.5*math.pi,Matrix.rotate(math.pi,v(1,0,0))*Matrix.scale(v(1,.5,1)))
      
      texture(nil)
      use_material('black')
      zbias(1,v(0,0,-4.5),v(0,0,-1))
      circle(3*lod,v(0,0,-4.5),v(0,0,-1),v(0,1,0),.12)
      zbias(0)
   end
})

define_model('con_equipment', {
   info = {
           lod_pixels = {.1,10,30,0},
         bounding_radius = 10,
         materials={'chrome', 'cv0', 'cv1', 'hole', 'scoop'},
      },
   static = function(lod)
      if lod > 1 then
         
         call_model('blank',v(0,0,0),v(1,0,0),v(0,1,0),0)
   
         local M_T = v(0,1.5,17.2)
         local R_T = v(10.9,-1.7,-11.3)
         
         local RF_T = v(13.5,-1.5,-7)
         local RR_T = v(13.5,-1.5,7.5)
         local LF_T = v(-13.5,-1.5,-7)
         local LR_T = v(-13.5,-1.5,7.5)
         
         local TF_T = v(6,4.3,-3)
         local TR_T = v(6,4.3,12)
         local BF_T = v(8,-2.3,-10)
         local BR_T = v(8,-2.3,12)
                  
         thruster(M_T,v(0,0,1),20,true)
         xref_thruster(R_T,v(0,0,-1),5,true)
         thruster(RF_T,v(1,0,0),5)
         thruster(RR_T,v(1,0,0),5)
         thruster(LF_T,v(-1,0,0),5)
           thruster(LR_T,v(-1,0,0),5)
         xref_thruster(TF_T,v(0,1,0),5)
         xref_thruster(TR_T,v(0,1,0),5)
         xref_thruster(BF_T,v(0,-1,0),5)
         xref_thruster(BR_T,v(0,-1,0),5)   
      end   
   end,
   dynamic = function(lod)
       if lod > 1 then          
          if get_arg(5) == 45 then
             set_material('cv1', get_arg_material(1))
             set_material('scoop', lerp_materials(os.clock()*.3, {0, 0, 0, 1, 0, 0, 0, 1, 1, 2, 2.5 },
                                {0, 0, 0, 1, 0, 0, 0, 1, 1.5, 2.5, 2.5 }))
             if lod > 3 then
               texture('models/ships/constrictor/con_bot.png')
            else
               texture('models/ships/constrictor/con_bot_s.png')
            end
            use_material('cv1')
            load_obj('models/ships/constrictor/con_scoop.obj')
             if lod > 3 then
               texture('models/ships/constrictor/con_back.png')
            else
               texture('models/ships/constrictor/con_back_s.png')
            end
             use_material('scoop')
            load_obj('models/ships/constrictor/con_sc_glow.obj')
         end
      end
      
      if lod > 2 then
          local v1 = v(3,4,8.8) -- ecm
         local v2 = v(0,4,6.5) -- scanner
         
         if get_arg(7) == 37 then
            set_material('cv0',get_arg_material(0))
            use_material('cv0')
            call_model('ecm_1',v1,v(1,0,0),v(0,1,0),.8)
         else
            if get_arg(7) == 39 then
               set_material('cv0',get_arg_material(0))
               use_material('cv0')
               call_model('ecm_2',v1,v(1,0,0),v(0,1,0),.8)
            end
         end
             
         
         if get_arg(8) == 38 then
            set_material('cv0',get_arg_material(0))
            use_material('cv0')
            call_model('scanner_-',v2,v(1,0,0),v(0,1,0),1)
            call_model('antenna_1',v(-2,-1.8,-22),v(1,0,0),v(0,1,0),.8)
         end
         
            
         if get_arg(10) >= 62 then
             local scale = (get_arg(10)-61)*.1
            set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
            use_material('chrome')
              if get_arg(10) == 63 then
               texture('models/ships/constrictor/iron.png')
               call_model('con_gun',v(7,-2,-15),v(1,0,0),v(0,1,0),.8)
               call_model('con_gun',v(-7,-2,-15),v(1,0,0),v(0,1,0),.8)
               else
               texture('models/ships/constrictor/iron.png')
               call_model('con_gun',v(0,-2,-22),v(1,0,0),v(0,1,0),.7+scale)
               end
         end
         
            if get_arg(11) >= 62 then
             local scale = (get_arg(11)-61)*.1
            set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
            use_material('chrome')
              if get_arg(11) == 63 then
               texture('models/ships/constrictor/iron.png')
               call_model('con_gun',v(7,-2,13),v(-1,0,0),v(0,1,0),.8)
               call_model('con_gun',v(-7,-2,13),v(-1,0,0),v(0,1,0),.8)
               else
               texture('models/ships/constrictor/iron.png')
               call_model('con_gun',v(0,-2,15.5),v(-1,0,0),v(0,1,0),.7+scale)
               end
         end
         
          
         if get_arg(12) == 32 then
            call_model('con_pyl_0',v(-3.935,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
             call_model('d_unguided',v(-3.935,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
            set_material('hole', 0,0,0,0,0,0,0,0)
            use_material('hole')
            zbias(2,v(-3.935,-2.5,3.4),v(0,1,0))
            circle(4*lod,v(-3.935,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
            zbias(0)
         else
            if get_arg(12) == 33 then
               call_model('con_pyl_0',v(-3.935,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
                call_model('d_guided',v(-3.935,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
               set_material('hole', 0,0,0,0,0,0,0,0)
               use_material('hole')
               zbias(2,v(-3.935,-2.5,3.4),v(0,1,0))
               circle(4*lod,v(-3.935,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
               zbias(0)
            else
               if get_arg(12) == 34 then
                  call_model('con_pyl_0',v(-3.935,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
                   call_model('d_smart',v(-3.935,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
                  set_material('hole', 0,0,0,0,0,0,0,0)
                  use_material('hole')
                  zbias(2,v(-3.935,-2.5,3.4),v(0,1,0))
                  circle(4*lod,v(-3.935,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
                  zbias(0)
               else       
                  if get_arg(12) == 35 then
                     call_model('con_pyl_0',v(-3.935,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
                      call_model('d_naval',v(-3.935,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
                     set_material('hole', 0,0,0,0,0,0,0,0)
                     use_material('hole')
                     zbias(2,v(-3.935,-2.5,3.4),v(0,1,0))
                     circle(4*lod,v(-3.935,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
                     zbias(0)
                  end
               end
            end
         end
          if get_arg(13) == 32 then
             call_model('con_pyl_0',v(-5.506,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
             call_model('d_unguided',v(-5.506,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
            set_material('hole', 0,0,0,0,0,0,0,0)
            use_material('hole')
            zbias(2,v(-5.506,-2.5,3.4),v(0,1,0))
            circle(4*lod,v(-5.506,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
            zbias(0)
         else
            if get_arg(13) == 33 then
               call_model('con_pyl_0',v(-5.506,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
                call_model('d_guided',v(-5.506,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
               set_material('hole', 0,0,0,0,0,0,0,0)
               use_material('hole')
               zbias(2,v(-5.506,-2.5,3.4),v(0,1,0))
               circle(4*lod,v(-5.506,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
               zbias(0)
            else
               if get_arg(13) == 34 then
                  call_model('con_pyl_0',v(-5.506,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
                   call_model('d_smart',v(-5.506,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
                  set_material('hole', 0,0,0,0,0,0,0,0)
                  use_material('hole')
                  zbias(2,v(-5.506,-2.5,3.4),v(0,1,0))
                  circle(4*lod,v(-5.506,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
                  zbias(0)
               else       
                  if get_arg(13) == 35 then
                     call_model('con_pyl_0',v(-5.506,-2.5,3.4),v(1,0,0),v(0,1,0),-1)
                      call_model('d_naval',v(-5.506,-2.5,4.9),v(1,0,0),v(0,1,0),.6666)
                     set_material('hole', 0,0,0,0,0,0,0,0)
                     use_material('hole')
                     zbias(2,v(-5.506,-2.5,3.4),v(0,1,0))
                     circle(4*lod,v(-5.506,-2.5,3.4),v(0,0,-1),v(0,1,0),.4)
                     zbias(0)
                  end
               end
            end
         end
      end   
   end
})

define_model('constrictor', {
   info = {
         scale = 1,--1.5, -- should be 2.08, but didn't fits?
         lod_pixels = { .1, 30, 120, 0 },
         bounding_radius = 40,
         materials = {'text', 'cv0', 'cv1', 'ncv', 'chrome', 'matte', 'layer', 'win', 'black', 'e_glow', 'null'},
         tags = {'ship'},
         ship_defs = {
            {
               'Constrictor',
               { 44*10^5,-118*10^5,4*10^6,-4*10^6,-4*10^6,4*10^6 },
               8*10^6,
               {
               { v(0,-2,-26), v(0,0,-1) },
               { v(0,-2,19), v(0,0,1) }
               },
               { 90, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
               90, 30, 14300000,
                 3
            }
         }
      },
   static = function(lod)
      local v0  = v(0,-2,-24)
      local v2  = v(7,4,-4)
      local v3  = v(-7,4,-4)
      local v4  = v(7,4,17)
      local v5  = v(-7,4,17)
      local v6  = v(14,-2,-9)
      local v7  = v(-14,-2,-9)
      local v8  = v(14,-2,9)
      local v9  = v(-14,-2,9)
      local v10 = v(4,-2,17)
      local v11 = v(-4,-2,17)
      
      local v12 = v(3,3,17)
      local v13 = v(-3,3,17)
      local v14 = v(2,0,17)
      local v15 = v(-2,0,17)
      
      local v16 = v(3.5,1,-14) -- extra design
      local v17 = v(-3.5,1,-14)

      local v72 = v(9.902,-2,6.19)  -- rear wheels
        local v73 = v(-9.902,-2,6.19)
       
      local v74 = v(0,-2,-11.2) -- front wheel
            
      set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
       set_material('text', .7, .7, .7,.6, .3, .3, .3, 10)
      set_material('black', .2,.2,.2,1,.1,.1,.1,5)
      set_material('null',0,0,0,0,0,0,0,0)
        set_material('ncv', .45,.55,.6,1,.5,.5,.6,50)
        set_material('layer', .6,.6,.6,.99,1.26,1.4,1.66,30)
      set_material('win', 0,0,.01,.99,1,1,1.5,100)
      set_material('matte', .2,.2,.2,1,.4,.42,.45,10)   
      
      zbias(2,v(0,0,0),v(0,-1,0))
      call_model('con_w_front',v74,v(-1,0,0),v(0,-1,0),.4)
      call_model('con_w_rear_r',v72,v(-1,0,0),v(0,-1,0),.4)
      call_model('con_w_rear_l',v73,v(-1,0,0),v(0,-1,0),.4)
      zbias(0)
      
      
      if lod > 1 then
         if lod > 2 then
            if lod > 3 then
               texture('con_top.png')
             else
                 texture('con_top_s.png')
             end
            use_material('ncv')
            load_obj('con_thrust_s1.obj')            

            if lod > 3 then
               texture('con_back.png')
            else
               texture('con_back_s.png')
            end
            --use_material('matte')
            load_obj('con_thrust_tb.obj')

            texture(nil)
            use_material('null')
            zbias(3,v(0,0,0),v(0,0,0))
            load_obj('con_thrust_s0.obj')
            zbias(0)
         end
         
         call_model('con_equipment',v(0,0,0),v(1,0,0),v(0,1,0),1)
         
         if lod > 3 then
            texture('con_bot.png')
         else
             texture('con_bot_s.png')
         end
         use_material('layer')
         load_obj('con_pyl_1.obj')
         use_material('cv1')
         load_obj('con_pyl_0.obj')
         
         if lod > 3 then
            texture('con_pyl.png')
         else
             texture('con_pyl_s.png')
         end
         load_obj('con_pyl_2.obj')
         
         if lod > 3 then
            texture('con_bot.png',v(.5025,.416,0),v(.02415,0,0),v(0,0,-1))
         else
             texture('con_bot_s.png',v(.5025,.416,0),v(.02415,0,0),v(0,0,-1))
         end
      end
      tri(v0,v6,v7)
      quad(v6,v8,v9,v7)
      quad(v8,v10,v11,v9)
      
      if lod > 1 then
         zbias(1,v(0,0,0),v(0,-1,0))
         use_material('layer')
         quad(v6,v8,v9,v7)
         quad(v8,v10,v11,v9)
         zbias(0)

            call_model('posl_green',v(13.5,-2,0),v(1,0,0),v(0,-1,0),1.2)
         call_model('posl_red',v(-13.5,-2,0),v(1,0,0),v(0,-1,0),1.2)
         call_model('coll_warn',v(0,4,16.7),v(1,0,0),v(0,1,0),1.2)
         call_model('headlight',v(0,-2,-19),v(1,0,0),v(0,-1,0),1.2)         
         
                  
         if lod > 3 then
            texture('con_back.png',v(.501,.34,0),v(.0354,0,0),v(0,-.162,0))
         else
            texture('con_back_s.png',v(.501,.34,0),v(.0354,0,0),v(0,-.162,0))
         end

         use_material('black')
            extrusion(v(0,0,17),v(0,0,16),v(0,1,0),1,v13,v12,v14,v15)
           
            zbias(1,v(0,0,16),v(0,0,1))
            use_material('e_glow')
         quad(v12-v(0,0,1),v13-v(0,0,1),v15-v(0,0,1),v14-v(0,0,1))
                             
         texture(nil)
         use_material('null')
         zbias(2,v(0,0,17),v(0,0,1))
         quad(v12,v13,v15,v14)
         zbias(0)      
         
         if lod > 3 then
            texture('con_top.png',v(.5025,.417,0),v(.02415,0,0),v(0,0,-1))
          else
              texture('con_top_s.png',v(.5025,.417,0),v(.02415,0,0),v(0,0,-1))
          end         
         use_material('cv1')         
      end
      tri(v0,v3,v2)
      xref_tri(v0,v2,v6)
      
      if lod > 1 then
         use_material('cv0')
         
      end
      quad(v2,v3,v5,v4)
      xref_quad(v2,v4,v8,v6)      
            
      if lod > 1 then
         zbias(1,v(0,0,0),v(0,1,0))
          use_material('cv0')
         quad(v16,v17,v3,v2)
         xref_tri(v0,v16,v6)
           
         zbias(2,v(0,0,0),v(0,1,0))
         use_material('win')
         tri(v0,v3,v2)      
                           
          if lod > 3 then
            texture('con_top_cut.png',v(.5025,.417,0),v(.02415,0,0),v(0,0,-1))
         else
             texture('con_top_cut_s.png',v(.5025,.417,0),v(.02415,0,0),v(0,0,-1))
         end
         use_material('layer')
            xref_tri(v0,v2,v6)
            quad(v2,v3,v5,v4)
         xref_quad(v2,v4,v8,v6)
         zbias(3,v(0,0,0),v(0,1,0))
            quad(v16,v17,v3,v2)
            zbias(0)
      
         if lod > 3 then
            texture('con_back.png',v(.501,.34,0),v(.0354,0,0),v(0,-.162,0))
          else
              texture('con_back_s.png',v(.501,.34,0),v(.0354,0,0),v(0,-.162,0))
          end
         use_material('cv0')
      end
        xref_tri(v4,v10,v8)
        quad(v4,v5,v11,v10)
      
      if lod > 1 then
           use_material('layer')
           zbias(1,v(0,0,0),v(0,0,1))
            xref_tri(v4,v10,v8)
           quad(v4,v5,v11,v10)
            zbias(0)
       
         
      end
      texture(nil)
       
   end,

   dynamic = function(lod)
      set_material('cv0', get_arg_material(0))
      set_material('cv1', get_arg_material(1))
      set_material('e_glow', lerp_materials(os.clock()*.3, {0, 0, 0, 1, 0, 0, 0, 1, 1, 2, 2.5 },
                                {0, 0, 0, 1, 0, 0, 0, 1, 1.5, 2.5, 2.5 }))


      
      if lod > 1 then
          zbias(3,v(0,0,0),v(-1,.87,0))    --v(-12.32,-.5,-1)
         call_model('squadsign_1',v(-12.2,-.5,-1),v(0,1,0),v(1,.87,0),1.5)
           zbias(3,v(0,0,0),v(1,.87,0))
         call_model('decal',v(12.2,-.5,-2.5),v(0,1,0),v(-1,.87,0),1.5)
         zbias(0)
         
      
         local reg = get_arg_string(0)
         use_material('text')
         zbias(3,v(11.667,0,5), v(.85,1,0))
         text(reg,v(11.667,0,5), v(.85,1,0), v(0,0,-1),2, {center = true})
           zbias(3,v(-11.667,0,5), v(-.85,1,0))
         text(reg,v(-11.667,0,5), v(-.85,1,0), v(0,0,1),2, {center = true})
           zbias(0)
          
          
      end
   end
})


later on i decided to make .obj from it using GLxtractor.
some parts have left scripted, like the UC or the moving glow which only can be added when a texture is projected.

for those who took a closer look at it the scale 1 is ment for exporting the model, 1.5 i chose as scale for pioneer. 2.08* would be the scale like in ffe/fe2 (10*), but as i was comparing the models (export) i recognized there must be something wrong, the conny (120t) is quite larger then the ASP (150t).

*2.08 for metrical units, the original models vectors are integer values
which have to be scaled for the game, but i guess that's where the differences come from, i guess scale is selected from a table and won't fit allways 100%.

i'm not shure, but i didn't found a proper scale in the code for the models, there are two scaling factors described by theunis but neither will work to find the final scale as it's used in ffe. when i check the models using "frontiermeshes" there is a scale multiplicator shown, but it seems to be repetively the same values, that's why i guess final scale is took from a table, whatever the reason might been for.
_________________
Dead-Head
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Последний раз редактировалось: potsmoke66 (08:20 14-01-2011), всего редактировалось 1 раз
    Добавлено: 07:31 14-01-2011   
HeadHunter
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potsmoke66 :
sadly skins limited to 1024x1024?

Hmmm.. It's no maximum - it's max. recommended. Улыбка
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Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..
    Добавлено: 22:08 15-01-2011   
potsmoke66
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well i tried one 2048x2048 for my conny, but then the game didn't loaded the texture and showed the model without skin.
that's why i thought...

maybe something else wasn't good.
alpha channel works i know, i have made some models using it for transparency.
well maybe i give it a second try.
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Dead-Head
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Последний раз редактировалось: potsmoke66 (02:10 17-01-2011), всего редактировалось 1 раз
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Jahell
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The alpha channel works, but it is bad. With his help it is impossible to make, for example a cabin of the pilot - that that in a cabin will be invisible. We already tried.
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"Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая)
    Добавлено: 04:04 17-01-2011   
potsmoke66
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no, no,
it's possible, really
it's just amatter of hierarchy.
not easy to achieve for a directx model.
but possible.
you just have to make shure that the transparent part has a own top level frame, so it stands outside from the rest of the mesh.
sadly i didn't found a tool for it neiter in MAX nor in blender.
so what i did is to export the transparent part to VRLM.
then imported it right before i exported the finished model to .x
that works.

i guess you know my LEGO shuttle (there are still some transparency problems but i said not easy but possible).

that is in general for all models the same, except you would have flags that you can set for the material (and still it can go wrong if the hierarchy is not proper, i have had that problem sometimes with some cars i made once for NFS4, but wasn't aware of how importand hierarchy is, since FFED3D i know). so in fact it's not enough just to set the alpha glow flag for the material, the mesh has to be in right hierarchical order.

as example if i script a model i have to make shure that all i like to see behind a window get's processed before the window does get.
else you might know you see only the background.
in scripts (and for the conny conversion) i use this as trick to save a lot of polys. you need a hole in some flat part? ok i cut one in with a transparent set poly and inlay previously a inside out cube, finished. no breaking up of the quad to 8 quads. all the hull of the scripted conny is one part of exact the same polys as in FFE, the window and the cutout parts for the thrusters are transparent set polys that has been loaded at the right point.

if you look close there are even transparent parts inside of the cockpit
the green and red single stud.

that's the hierarchy.

some pics, i posted them before above you see the constrictor of me.
one is a conversion for FFED3D (the one without light in the cockpit).
but you see the cockpit. it's no cheat and it's not simply a left open hole, no it's a window. and if you look at the shuttle you can see that very good because i set color and alpha channel in a way the glass gets the color of a LEGO window (light blue) so you can see well.


you wanna make that proof?
ok, here's the model http://p66.web.officelive.com/Documents/stud-city_shuttle_ffed3d.zip
i guess somewhere i have a hack for FFED3D to allow guns and a drive for the shuttle.

to the FFED3D conny again the window cuts through the hull but leaves the cockpit visible if i finished the model you can have that to (has no UC yet and the pilots have to be placed. further the thrusters are to many for FFED3D so i would have to change that to the proper position and count. and this time i didn't had to export/reimport i had the right hierarchy from the start, that was maybe because it's made originally from separate .obj files i loaded in the right sequence to blender so the hierarchy is given by which .obj part i loaded after one.

hierarchy and of course CW or CCW plays a role. you have a CW material you must make a inside, you have CCW you don't need to. pioneer is straight CW, while FFED3D act's funny material is CCW but the original game is CW material so there are sometimes problems with that.

well my models might look simple and basic, but that didn't means i'm not a clever modeler, no?

edit:
i added a ascii directx model to the zip. for easy examination.

добавлено спустя 40 минут:


i guess this way you can see it's not simply a left open hole, it's a material it reflects the light as much as the alpha allows (set to roundabout 120 white). the brighter you set the color for the window the more it will become diffuse of itself.

(i guess, some think now why does this guy havn't met us earlier. well sorry i know FFED3D only since mid of 2009. years between 2006 and 09 i had no web.

добавлено спустя 25 минут:
something else, but i guess i posted that to before.

i use blender for my models, so it was discussed that blender can't proper export DX for FFED3D.

it can, first i changed the export script, because you have to get rid of the "#" in the Material names that appears when using .3ds as import, this because the original models of the courier and the viper x was made with Z-modeler for a NFS4 mod and i had to use .3ds format intermediate. because i hated it to edit the files allways after exporting i simply restricted the "#" for export, that is possible because you can tell in the script which symbols are not allowed to export or have to be replaced i.e. with a underscore.

second blender didn't exports no anim settings when you've got no animation, so to test a model without animation you have to make at least one frame of a simpe animation, i.e. a small tri that changes size or position from frame 0 to 1. then blender exports a proper working mesh.

if interested in that, heres the edited script for blender DX export,
http://p66.web.officelive.com/Documents/Blender%202.49%20DirectX%20Exporter%20FFED3D1.zip

and please examine the stud-city shuttle, you can see there that you can make proper animations with a minimum of needed frames (not 3200).
the work fluid because FFE handles the animation itself.
i know some did such to get rid of the misplaced parts while animated but this is only because the parts have kept their own original position and alignment of the pivot. that happens when you just simply copy and mirror a part. it all works fine in the editor but when exported the game didn't knows how to correct that and the parts start to act wild.
ok you can set such a high frames per second that you won't see it but the problem is still there.
to solve that proper you would have to export the part and reimport it,
only this grant's 100% that the part has a new aligned pivot, i know MAX has a setting for that but exactly this pivot settings work only for MAX it won't get exported and the part has still the original position and alignment only that it is mirrored and moved to the other side.

sorry MAX cost thousends of $, but it can't offer what blender does, once you understand that proggy (simply because MAX is not open source, you can't go and ask them to change the program to your needs, or to write a new export script isn't that easy).

something else i like in blender is that it is made to make games and animations for games or presentations. you have physics in blender, things have a weight by default and that's cool. the adder i made once (remember?) has a UC that "hangs loose" in blender when animating now the UC the Yoke hangs loose at the "leg" and get's positioned horizontally by "gravity", i don't have to think about to animate it.

personally i would never use another program, it's perfect.

not only the Yoke is mounted loose even the wheels, if it would be needed to roll the ship on the ground the wheels would turn then by itself when you move the ship, only in blender of course.
that sounds maybe useless, but let's say we wan't to make a presentation with a vehicle you can simply move then the vehicle along a track and the rest get's processed. or a different example, i have a women that wears a robe and i like to let it walk, proper setup the robes verticles will hang from the body forced by "gravity" and move like in reality, i do not have to think how to animate that, that's not all you can tell blender how heavy the verticles should be so there is a difference if she wears silk or a heavy cotton satin.

btw, the adder hasn't now this "soviet forces" look it has before.
i ported it to pioneer and gave it a nice texture.

that is a real "pimpy" adder no?

i know still the same old "flying brick", but that's the adder from my point of view.

if you like it and interested in it for FFED3D i can convert it again.
of course no colorvariable material then (the cool golden color of the backpart) and no moving "ghosts" in no glowing parts but apart from that...

oh, i forgot something reallly handy when it comes to conversion for DX models from/to BIN format.
an older mesh viewer from MS, that allows export to/from BIN to TXT without loosing animation settings.

http://p66.web.officelive.com/Documents/MView.zip
i know it's classified as dangerous software, but that's simply a lie to keep people from using it. MS is a big cheater.
bigger then i, i cheat and hack to make things work or to customize them for me, MS cheats for $.
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    Добавлено: 19:45 17-01-2011   
potsmoke66
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noch was,

what do you think about a pioneer thread on elite-games?
would that be a idea?

i mean you have threads for other opensource clones of elite as well,
why not Pioneer?

i guess it would spread that game in Russia as well if one would pick up all that Tom created and the models i contributed to it. even for those maybe who didn't speak english well.

since it's open source it would no big deal for some clever lad to make a proper russian translated version of it.

if i would speak russian, i would have done it allready.
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Dead-Head
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Последний раз редактировалось: HeadHunter (23:34 17-01-2011), всего редактировалось 1 раз
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    Добавлено: 21:25 17-01-2011   
Jahell
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Here at you much all is written, I haven't understood much - with English at me badly.
Means, you say that a transparency problem in structure of a file of model... Then tell as or in what application this structure can be edited. A transparency is necessary to us

Тут у тебя много всего написано, я многого не понял - с английским у меня плохо.
Значит, ты говоришь, что проблема прозрачности в структуре файла модели... Тогда скажи как или в каком приложении эту структуру можно отредактировать. Прозрачность нам нужна.
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    Добавлено: 22:12 17-01-2011   
potsmoke66
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right on commander Хы...

i call that hierarchical order, yes.

but u can't use, or don't have to use a special program.

it's how the file is structured when exported

hm, i have to think for a good example...

this seems to be the easiest way and should work in max to.
let's say you have a finished model including windows and cabin.
all build in one session on MAX.
now all parts of the model have the same top frame, right?
ok.
when you export that now to .X all meshes in this frame get handled as one object.

but we need a separate object for the cockpit (inside) else the window will cut through (havn't done that since i don't know and i don't use MAX anymore).

then export the interior to a chosen format, .3ds is a bad idea since it keeps the original hierarchy in the exported file (i guess). so choose another one, best results i got with VRLM, because this .txt based meshes have a strict own hierarchy.

now delete the inside (i.e. cockpit) of your model and save the project.
maybe shut down MAX to let it "forget" all you have done, restart and reload your project.

now import the VRLM part to your project, when you didn't alter the model further the imported part should have a own top level frame which makes it to a seperate object in the same file when exportd to DX.

i guess that should work with MAX to.

maybe i should download and install a evaluation version of MAX to make it proof.

with Blender it works perfect and i didn't have to close the project, only export and reimport. but to be shure it will work it's maybe better.

there is another way
build your model with the program of your choice.
when finished export all parts as single VRLM or Wavefront .obj (you might loose normals setting and smoothing data).
start a new project.
now load the .obj or VRLM parts to your project, each exactly at their proper position in hierarchy.

that means, first the parts that should stay visible then the transparent parts and after that the parts that should be cutout (if).

there are now two advantages you have from that. first proper transparency.
second and additionally correct aligned pivots and proper untransformed mesh data which helps to make better animations.

but like i said i would have to proof if it works for MAX as well.
it should.

a idea,
send me a file your choice that should have transparency and a inside, that could be a simple box with one window and another box as interior.

then i will do the trick with MAX and i can tell you exactly how i did that and because you know your file you've sended me, you will understand better how i did that then.

maybe another example will help

i will put in the file some comments,
YOU WILL FIND THEM BY SEARCHING FOR # SYMBOL

 Cкрытый текст   (кликните здесь для просмотра)
Код:
xof 0303txt 0032


template VertexDuplicationIndices {
 <b8d65549-d7c9-4995-89cf-53a9a8b031e3>
 DWORD nIndices;
 DWORD nOriginalVertices;
 array DWORD indices[nIndices];
}
template XSkinMeshHeader {
 <3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
 WORD nMaxSkinWeightsPerVertex;
 WORD nMaxSkinWeightsPerFace;
 WORD nBones;
}
template SkinWeights {
 <6f0d123b-bad2-4167-a0d0-80224f25fabb>
 STRING transformNodeName;
 DWORD nWeights;
 array DWORD vertexIndices[nWeights];
 array float weights[nWeights];
 Matrix4x4 matrixOffset;
}

AnimTicksPerSecond {
10;
}
  Frame RootFrame {

    FrameTransformMatrix {
      1.000000,0.000000,0.000000,0.000000,
      0.000000,-0.000000,-1.000000,0.000000,
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    Frame Plane {

      FrameTransformMatrix {
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#THIS IS THE TINY ANIMATION HELPER I USED TO EXPORT FROM BLENDER SO IT
#WORKS WITH FFED3D

Mesh {
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  MeshMaterialList {
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    }  //End of MeshMaterialList
  MeshNormals {
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  }  // End of the Mesh Plane
  }  // SI End of the Object Plane


#THIS IS THE COCKPIT, YOU SEE IT'S NAMED "INSIDE"

    Frame inside {

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  TextureFilename {    "skin_a.png";  }
  }  // End of Material
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  }  // End of Material
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  TextureFilename {    "con_pit_d0_full.bmp";  }
  }  // End of Material
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  TextureFilename {    "con_pit_f.png";  }
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sorry materials are mixed up, but that didn't matters for FFED3D.

as i was checking the file myself now i see top level frame is not so important, but structure

i guess the whole thing can be done post export.
that means by a proper hand edit of the file.

you just have to make shure "inside" is processed before "transparency".

link to the test model, http://p66.web.officelive.com/Documents/conny_test.zip

i hope that has helped to explain how.

by the way, which one is the button for "spoiler" i don't know i allways have to enter it by hand.
_________________
Dead-Head
someone who has a free pass, a blind passenger ;)

Последний раз редактировалось: potsmoke66 (02:02 18-01-2011), всего редактировалось 1 раз
    Добавлено: 02:02 18-01-2011   
potsmoke66
 65 EGP


Рейтинг канала: 3(39)
Репутация: 4
Сообщения: 45
Откуда: switzerland
Зарегистрирован: 01.01.2010
SORRY

i was a bit wrong but you have to know it's quite along time since i made my last model for FFED3D

OBJECTS THAT HAVE BEEN CREATED OR IMPORTED LATER WILL STAY ON TOP IN HIERARCHY OF A EXPORTED DIRECTX MODEL

i checked that with a windowed box

that means you can allready respect that when creating your model.
just make shure you create or import the transparent set part as last in your CAD program.

please excuse my mistake, but i'm only human.
and my head is filled to the brim with scripted models and how to script them.

in general it's the same but i wasn't aware that the programs will export objects in backwards order, or first the "youngest".
i was assuming first the "oldest".

but like i said, you still can change that later on by editing the model in .txt format


this one DIDN'T WORKS

 Cкрытый текст   (кликните здесь для просмотра)
Код:
xof 0303txt 0032


template VertexDuplicationIndices {
 <b8d65549-d7c9-4995-89cf-53a9a8b031e3>
 DWORD nIndices;
 DWORD nOriginalVertices;
 array DWORD indices[nIndices];
}
template XSkinMeshHeader {
 <3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
 WORD nMaxSkinWeightsPerVertex;
 WORD nMaxSkinWeightsPerFace;
 WORD nBones;
}
template SkinWeights {
 <6f0d123b-bad2-4167-a0d0-80224f25fabb>
 STRING transformNodeName;
 DWORD nWeights;
 array DWORD vertexIndices[nWeights];
 array float weights[nWeights];
 Matrix4x4 matrixOffset;
}

AnimTicksPerSecond {
10;
}
  Frame RootFrame {

    FrameTransformMatrix {
      1.000000,0.000000,0.000000,0.000000,
      0.000000,-0.000000,1.000000,0.000000,
      0.000000,1.000000,0.000000,0.000000,
      0.000000,0.000000,0.000000,1.000000;;
    }
    Frame Cube_002 {

      FrameTransformMatrix {
        30.000000,0.000000,0.000000,0.000000,
        0.000000,30.000000,0.000000,0.000000,
        0.000000,0.000000,30.000000,0.000000,
        0.000000,0.000000,0.000000,1.000000;;
      }
Mesh {
24;
0.100000; 0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; 0.100000;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    1.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
24;
    0.577349; 0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; 0.577349;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
}  //End of MeshNormals
MeshTextureCoords {
24;
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
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0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;;
}  //End of MeshTextureCoords
  }  // End of the Mesh Cube.002
  }  // SI End of the Object Cube.002
    Frame Cube_001 {

      FrameTransformMatrix {
        10.000000,0.000000,0.000000,0.000000,
        0.000000,10.000000,-0.000000,0.000000,
        0.000000,0.000000,10.000000,0.000000,
        0.190300,0.000000,0.296000,1.000000;;
      }
Mesh {
24;
0.100000; 0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; 0.100000;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    1.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
24;
    0.577349; 0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; 0.577349;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
}  //End of MeshNormals
MeshTextureCoords {
24;
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;;
}  //End of MeshTextureCoords
  }  // End of the Mesh Cube.001
  }  // SI End of the Object Cube.001
    Frame Cube {

      FrameTransformMatrix {
        20.000000,0.000000,0.000000,0.000000,
        0.000000,20.000000,0.000000,0.000000,
        0.000000,0.000000,20.000000,0.000000,
        0.000000,0.000000,0.000000,1.000000;;
      }
Mesh {
24;
0.100000; 0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; 0.100000;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    1.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
24;
    0.577349; 0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; 0.577349;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
}  //End of MeshNormals
MeshTextureCoords {
24;
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;;
}  //End of MeshTextureCoords
  }  // End of the Mesh Cube
  }  // SI End of the Object Cube
}  // End of the Root Frame
AnimationSet AnimationSet0 {
 Animation {
  { Cube_001 }
   AnimationKey {
   4;
   3;
   1;16;10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   2;16;10.000000,0.000000,0.000000,0.000000,0.000000,-10.000000,0.000000,0.000000,0.000000,-0.000000,-10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   3;16;10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,-0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;;
   }
  }
} // End of Animation Set



now i edit the file
THIS ONE WORKS

 Cкрытый текст   (кликните здесь для просмотра)
Код:
xof 0303txt 0032


template VertexDuplicationIndices {
 <b8d65549-d7c9-4995-89cf-53a9a8b031e3>
 DWORD nIndices;
 DWORD nOriginalVertices;
 array DWORD indices[nIndices];
}
template XSkinMeshHeader {
 <3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
 WORD nMaxSkinWeightsPerVertex;
 WORD nMaxSkinWeightsPerFace;
 WORD nBones;
}
template SkinWeights {
 <6f0d123b-bad2-4167-a0d0-80224f25fabb>
 STRING transformNodeName;
 DWORD nWeights;
 array DWORD vertexIndices[nWeights];
 array float weights[nWeights];
 Matrix4x4 matrixOffset;
}

AnimTicksPerSecond {
10;
}
  Frame RootFrame {

    FrameTransformMatrix {
      1.000000,0.000000,0.000000,0.000000,
      0.000000,-0.000000,1.000000,0.000000,
      0.000000,1.000000,0.000000,0.000000,
      0.000000,0.000000,0.000000,1.000000;;
    }
    Frame Cube_001 {

      FrameTransformMatrix {
        10.000000,0.000000,0.000000,0.000000,
        0.000000,10.000000,-0.000000,0.000000,
        0.000000,0.000000,10.000000,0.000000,
        0.190300,0.000000,0.296000,1.000000;;
      }
Mesh {
24;
0.100000; 0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; 0.100000;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    1.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
24;
    0.577349; 0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; 0.577349;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
}  //End of MeshNormals
MeshTextureCoords {
24;
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
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0.304688;-0.242188;,
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0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
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0.304688;-0.242188;,
0.164063;-0.242188;,
0.164063;-0.101563;,
0.304688;-0.101563;,
0.304688;-0.242188;,
0.164063;-0.242188;;
}  //End of MeshTextureCoords
  }  // End of the Mesh Cube.001
  }  // SI End of the Object Cube.001


    Frame Cube {

      FrameTransformMatrix {
        20.000000,0.000000,0.000000,0.000000,
        0.000000,20.000000,0.000000,0.000000,
        0.000000,0.000000,20.000000,0.000000,
        0.000000,0.000000,0.000000,1.000000;;
      }
Mesh {
24;
0.100000; 0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; 0.100000;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    1.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
24;
    0.577349; 0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; 0.577349;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
}  //End of MeshNormals
MeshTextureCoords {
24;
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;;
}  //End of MeshTextureCoords
  }  // End of the Mesh Cube
  }  // SI End of the Object Cube

    Frame Cube_002 {

      FrameTransformMatrix {
        30.000000,0.000000,0.000000,0.000000,
        0.000000,30.000000,0.000000,0.000000,
        0.000000,0.000000,30.000000,0.000000,
        0.000000,0.000000,0.000000,1.000000;;
      }
Mesh {
24;
0.100000; 0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; -0.100000; 0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; -0.100000;,
0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; -0.100000;,
-0.100000; -0.100000; 0.100000;,
-0.100000; 0.100000; 0.100000;,
-0.100000; 0.100000; -0.100000;,
0.100000; 0.100000; 0.100000;,
0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; -0.100000;,
-0.100000; 0.100000; 0.100000;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    1.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
24;
    0.577349; 0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; -0.577349; 0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; -0.577349;,
    0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; -0.577349;,
    -0.577349; -0.577349; 0.577349;,
    -0.577349; 0.577349; 0.577349;,
    -0.577349; 0.577349; -0.577349;,
    0.577349; 0.577349; 0.577349;,
    0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; -0.577349;,
    -0.577349; 0.577349; 0.577349;;
6;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;;
}  //End of MeshNormals
MeshTextureCoords {
24;
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;,
0.000000;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.000000;-1.000000;;
}  //End of MeshTextureCoords
  }  // End of the Mesh Cube.002
  }  // SI End of the Object Cube.002

}  // End of the Root Frame
AnimationSet AnimationSet0 {
 Animation {
  { Cube_001 }
   AnimationKey {
   4;
   3;
   1;16;10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   2;16;10.000000,0.000000,0.000000,0.000000,0.000000,-10.000000,0.000000,0.000000,0.000000,-0.000000,-10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   3;16;10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,-0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;;
   }
  }
} // End of Animation Set


you can copy paste the code to notepad and save it as model.x
put that in the model folder of your choice and use this skin



you can see by the objects names which one i created first
object_cube was first and uses alpha channel
object_cube.001 was second and uses no alpha channel
object_cube.002 was last and uses alpha channel

the first try worked perfect cube was the first object i made
and cube.001 the second.
in the resulting .x file cube.001 is on front of cube

then i made a third one, i copied cube and it became cube.002
in the resulting .x file cube.002 stays on top of cube.001 and cube
(the first one of the examples here)

then i opened the file with the notepad and cutout all that belonged to object_cube.002 and moved it under object_cube.
(the second example)

now you see through cube.002 and cube to cube.001


i hope that explains it better and again please excuse my mistake before.

добавлено спустя 43 минуты:
something just for fun

i changed the animation by hand editing


 Cкрытый текст   (кликните здесь для просмотра)
Код:
AnimationSet AnimationSet0 {
 Animation {
  { Cube_001 }
   AnimationKey {
   4;
   3;
   1;16;10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.000000,0.000000,0.000000,10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   2;16;10.000000,0.000000,0.000000,0.000000,0.000000,-10.000000,0.000000,0.000000,0.000000,0.000000,-10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   3;16;10.000000,0.000000,0.000000,0.000000,0.000000,-10.000000,0.000000,0.000000,0.000000,0.000000,-10.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;;
   }
  }
} // End of Animation Set


AnimationSet AnimationSet1 {
 Animation {
  { Cube_002 }
   AnimationKey {
   4;
   3;
   1;16;30.000000,0.000000,0.000000,0.000000,0.000000,30.000000,0.000000,0.000000,0.000000,0.000000,30.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   2;16;30.000000,0.000000,0.000000,0.000000,0.000000,-30.000000,0.000000,0.000000,0.000000,0.000000,-30.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;,
   3;16;30.000000,0.000000,0.000000,0.000000,0.000000,-30.000000,0.000000,0.000000,0.000000,0.000000,-30.000000,0.000000,0.190300,0.000000,0.296000,1.000000;;;
   }
  }
} // End of Animation Set



and yes blender exports animation different to MAX much simpler
even simpler as Mview does or to say in other words better to understand for humans.

i don't know it's a DX8 export script maybe because of that, but it works fine for FFED3D.

добавлено спустя 25 минут:
if you still got problems with the transparency, feel free to send the model to me, just tell me how the transparent part/object is named.
i will edit the file then for you.

you see any mesh is very similar to a scripted mesh, and this became one of my specialities.


this is the eagle like you find the data in FFE with some slight additions, but the main part is exactly the same even the bezier flat to create the body.

i love them and i guess Tomm loves them to, it's the very basic way to create models, almost like a program.


this is a very own creation i called it Rapier also fully scripted even textures have been made by drawing the vectors on a sheet of paper to get the UV.
_________________
Dead-Head
someone who has a free pass, a blind passenger ;)

Последний раз редактировалось: potsmoke66 (04:33 18-01-2011), всего редактировалось 4 раз(а)
    Добавлено: 04:33 18-01-2011   
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