Posted: Mon Jan 01, 2007 2:53 pm Post subject:
squishy voxel
Subject description: 3ds2vxl error?
Well,...certian parts of the voxel are smooshed.
I heard the proggy has issues with mirroring things, i converted the model, which are an assortment of seperate things, to a mesh before exporting into .3ds which is only thing that i can think of that would cause this?
Everything is linked according to how I set it up, no pivots have been changed and i guess pictures are better at telling what im trying to say.
however, some pieces seem to be missing, attaching them has fixed this, but its strange since others appear perfectly fine just linked....and the barrel has dissappered.---<i>the missile pod like things on the back.</i> _________________ Delirium.. QUICK_EDIT
OMG i'm so confused. resetting transform just makes things worse for me. or are you talking about something else?
i've screwed up the scale of a mesh then put xform modifier on and screwed up its gizmo and the model in my viewer and the vxl seem to come out looking the same as they do in 3dsmax. then if i hit reset transform it screws it up. but then if i hit reset pivot it goes back to good again.
you are using 3ds2vxl version 0.4632 right? QUICK_EDIT
yes, the newest one. first time using it too. and im pretty impressed with the overall results.
but this issue was really my own fault. something very different from what you are describing.
Resetting the xform took care of this tortilla effect.
however I am not sure on the dissappearance of certian things down the heirarchy, like spheres that were linked to another object that were linked to the body.. they would not show up..but attaching them solves that issue.
yet its perplexing that others wouldn't, even if they were directly linked to the body.
as for the barrel, it was my fault again for not linking it to the turret. since linked objects get displaced when their parent has its xform reset. i forgot to relink it. _________________ Delirium.. QUICK_EDIT
its too big! i rescaled the mesh... yet its still comes out unchanged and i even fiddled with the model scaler to like. .75 .50,.25...even 0.025 to see if i get anything...and still..nothing.
what the hell? why is there no lighting on that voxel and why is there gaps? have you got the voxel dot distance on like 1?
if the model scaler is not making a difference it's because you have something in the voxel resolution override. make it blank.
ok i found the Reset Xform thing in utilities in 3dsmax. it doesn't make any difference in my program except when something is mirrored but then it reverses all the normals on the mirrored mesh in my program as well as 3dsmax so what good is it? i'm just getting more confused and frustrated. i don't have any idea how you managed to get your meshes all distorted in my program when they are not distorted in 3dsmax. i couldn't make my meshes all distorted wrongly in my program no matter how much i tried. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Jan 01, 2007 10:32 pm Post subject:
Voxel Viewer will soon be able to place several voxels together. Wait for the next weeks and we may have something cool to help people with scale.. QUICK_EDIT
Lol, it would be an awesome thing a mini-engine proving grounds, so you can test out units, triggers and things and even script them . and have it tell you whats wrong with your code. and you can record your events too always imagined a program like that..it even can do your homework! xD
anyways. i guess ill just use this for my voxel woes.
I got another issue. 3dsvxl rendered my unit fine <33, but nothing can read the turret, i get a Cannot read section trailer 1 error in both voxel viewer and section editor. and section editor is pretty good at judging scale btw.
update- I separated the turret mesh,optimized it into a new scene and exported as a body, and 3ds2vxl seems unable to compute it. _________________ Delirium.. QUICK_EDIT
I have to wonder why you are using Editable Mesh Akult... Try converting the turret into an Editable Poly instead, and make sure you don't have any hidden objects in the scene. Preferrably, remove everything except the model.
A note, Linking is a BAD thing to use. I've only experienced problems using it with 3ds2vxl. _________________
the value above bounds thing is probably referring to the fact i don't like people putting the specular level or something above 100% so i just clamp it down. you see, my shaders work differently to 3dsmax's. you shouldn't worry about it though coz it doesn't affect voxels. Default is probably referring to a material name. yeah i know it's all unclear. i should probably try to make things more clear next version.
why does your file name not have an extension?
btw the reset xform thing doesn't help in all cases so what i'm probably just going to have to end up doing is giving you guys an option to disable the pivot compensation feature because it apparently isn't working properly and is making things worse in some cases. hopefully in future i will figure it all out and then i can remove that option. QUICK_EDIT
nope. wasn't that. or I would have been done alot, sooner.
.... I attached the turret to the body, it worked mysterously! I was afraid I would have to remake the turret...but I tinkered with attaching it to different primatives...and eventually it worked and lived happily ever after..
thanks for your time though. _________________ Delirium.. QUICK_EDIT
I know. Once i know your program can actually render the turret. meaning that probably the pivot or something was the culprit I have no idea. I never fiddled with it only to reset the xform..but it was in these bizzare conditions,of attaching it to something else. that got the results I wanted. Which is why I went on testing this on various primitives, rather than the body. _________________ Delirium.. QUICK_EDIT
ok it's maybe the same code that made the squishyness that is causing this problem. it's probably best that everyone just waits until after i make the option to disable it. QUICK_EDIT
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