Author Topic: Baz1701 WIP's - Semi retired.  (Read 487870 times)

Offline genty

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Re: Baz1701 WIP's
« Reply #540 on: August 27, 2009, 05:40:03 PM »
It might be a problem with the exporter itself, i've never had a problem like that in the max 3 exporter.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #541 on: August 27, 2009, 05:41:24 PM »
I'm just fireing up my old laptop with max 3 on and try again
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Offline genty

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Re: Baz1701 WIP's
« Reply #542 on: August 27, 2009, 05:49:24 PM »
Hopefully you will be able to get it to work, if not, i'm sure I have a model on one of my old backup disks which i've successfully exported with the bussards which you may be able to copy the material from. Can't look for it tonight, but should be able to find it tomorrow.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #543 on: August 27, 2009, 06:33:20 PM »
Exported via max 3 and now I have the animated bussards but have lost my glow and specs on the rest of the ship. The were working in max 3 but not in game. Pic 1 is a render from max 3 and 2 is in game. I loaded it with a ship with working glow and specs and that ship work ok?
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Offline genty

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Re: Baz1701 WIP's
« Reply #544 on: August 27, 2009, 06:53:47 PM »
TBH, they look odd in the Max 3 render, it's as if they are not set up correctly. One thing I did descover in my experiments is that in order for them to work properly, all the pieces which contain the animation on the mesh (in this case the outer bussard domes) must be attached to form a single object.

Edit: Here are the example bussards for Max 3 I did a while back. I've also made instructions for how to transfer them to your model. (For Max 3)
1-open the example max file provided
2-Open the material editor and select the material for the outer bussard dome (the one which uses the file bussards.ifl for the texture.
3-Click on the Put to Library icon (hover the mouse over the icons til you find it), give the texture a name then click Ok.
4-Open your model and select an unused material in the material editor.
5-Click on the button marked Standard and in the opened menu select Mtl Library from the Browse From section.
6-Select the matirial with the name which you chos in step 3 and click Ok.
7-Apply this texture to the outer bussard domes ensuring with mapping that they will spin in the appropriate direction and that the 2 domes are then joined together to form one object.

Hopefully this will then get the bussards to work, it has for me each time i've done it this way.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #545 on: August 28, 2009, 03:38:24 AM »
The bussards are working good in game. It is the rest of the ship I'm having trouble with now. Every map has a _glow and a _spec assigned to it. When exported via max 9 they work as per previous pics. Now exporting from max 3 they do not. Is there something different on how you set them up in max 3?

This is how they are set up: -

Saucer_glow as diffused and self illumination ( RGB to alpha selected) and diffuese colour black.
Saucer_spec as specular map

Any ideas?
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Offline genty

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Re: Baz1701 WIP's
« Reply #546 on: August 28, 2009, 06:22:49 AM »
Theres nothing special to do that i'm aware of. When I do it I just set up the texture normally in the diffuse part of the material, I never have to do more than this. As far as I knew getting glows and specs to work was done in the plugin in the scripts/ships folder.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #547 on: August 28, 2009, 07:01:50 AM »
they are set-up in the plug-in.

I'll have to have a play with it
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Offline genty

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Re: Baz1701 WIP's
« Reply #548 on: August 28, 2009, 07:14:13 AM »
I'm just wondering how you got it from Max 9 to Max 3. That might be part of the problem. If you redo the texture materials in Max 3 and reassign them to the mesh it may work. I don't remember having to assign the spec map in Max before for them to work in game as the game reads them if they are in the same texture folder.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #549 on: August 28, 2009, 07:58:31 AM »
I exported the file from max9 as a 3ds. Imported it back into max 3. Re-assigned all the textures to their parts, collapsed the model and exported as a nif.
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Offline genty

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Re: Baz1701 WIP's
« Reply #550 on: August 28, 2009, 08:14:09 AM »
If you want, I could take a look at the model to see if I can find out why it isn't working.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #551 on: August 28, 2009, 08:15:58 AM »
that would be good thanks.

I'll upload the max 3 version and textures and pm you the link.
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Offline genty

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Re: Baz1701 WIP's
« Reply #552 on: August 28, 2009, 08:23:43 AM »
If I can get it to work i'll let you know what I did.

Offline genty

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Re: Baz1701 WIP's
« Reply #553 on: August 28, 2009, 10:24:19 AM »
I managed to get it working in game, took a while but it was worth it. One thing I found by testing is that if one bussard gets damaged it stops glowing which personally I think is great.
Fully working in first pic
Bussard disabled by damage in second pic

Offline baz1701

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Re: Baz1701 WIP's
« Reply #554 on: August 28, 2009, 10:31:24 AM »
Fantastic thank you, cookie coming your way.
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Offline WileyCoyote

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Re: Baz1701 WIP's
« Reply #555 on: August 28, 2009, 10:32:13 AM »
I wish I can do animated bussards, but sadly, I only have Max 9.
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Offline genty

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Re: Baz1701 WIP's
« Reply #556 on: August 28, 2009, 10:39:46 AM »
No problem, glad to have got it sorted. Just sent a new set of files with most of the smoothing issues sorted as well.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #557 on: August 28, 2009, 10:48:13 AM »
I wish I can do animated bussards, but sadly, I only have Max 9.

I'm sure someone would be all to happy to convert them in max 3 for you mate considering the standard of your work.

If I can repeat genty's work I may try and stick animated bussards on my mark 4 JJprise.
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Offline MarkyD

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Re: Baz1701 WIP's
« Reply #558 on: August 28, 2009, 11:57:42 AM »
Nicely done fellas  8)

Offline baz1701

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Re: Baz1701 WIP's
« Reply #559 on: August 29, 2009, 12:16:10 PM »
After some good pointers from wiley I have redone the saucer texture.
Whatever knocks us back, can only make us stronger.