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 Post subject: 3dsimed & gpl
PostPosted: Thu Jul 21, 2016 4:01 pm 
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Tirechanger
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Can we expect 3dsimed one day will export 3do to gpl without problems? :notworthy:


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 Post subject: Re: 3dsimed & gpl
PostPosted: Fri Jul 22, 2016 11:21 am 
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US Pits Crew
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Location: Barnet, London
What are the problems?, it's impossible to fix if I don't know what the problems are.

Cheers

Dave N.


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 Post subject: Re: 3dsimed & gpl
PostPosted: Sun Jul 24, 2016 4:38 pm 
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Tirechanger
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Sorry for the delay, Dave.

The model exported to 3do has no asigned materials to faces and I dont know if Im missing some steps or something else.

I'm a newbay in track making but last months I really worked hard in trying to understand the tools needed for the job, but I meet this forum recently and have no time yet to see if things are explained in threads I dont know where.

Quico


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 Post subject: Re: 3dsimed & gpl
PostPosted: Mon Jul 25, 2016 12:02 pm 
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Tirechanger
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When import a 3do thats works, materials are not asigned to faces, and when export from 3de, u & v values seems to be lose.

Can this help to locate problems -if they are not due to my lack of editing skills-.

Quico


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 Post subject: Re: 3dsimed & gpl
PostPosted: Wed Nov 02, 2016 8:07 am 
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Hello again,

I think your silence is not a bad sign, I know GLP is not a priority, many new sims need your fantastic tool, but keep us GPL builders in mind!

Thx

Quico


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 Post subject: Re: 3dsimed & gpl
PostPosted: Mon Nov 07, 2016 4:11 am 
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Sorry, I didn't understand your first post because the only track I tried happened to work correctly, but I now see that most GPL models are imported without materials.

I will fix the problem and include the fix in the next release.

Cheers

Dave N.


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 Post subject: Re: 3dsimed & gpl
PostPosted: Mon Nov 07, 2016 1:07 pm 
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Tirechanger
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:nana: :nanadance: :notworthy: :notworthy: :notworthy:

Really good news. I'm involved in a Jarama review, and in the main straight I have the pits, stands, control tower... with a lot of scenery and ase2 multiplies faces in unacceptable levels. Now I'm sure it will work!


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 Post subject: Re: 3dsimed & gpl
PostPosted: Tue Nov 08, 2016 8:16 am 
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Also when I export from 3se to 3do, the 3do doesn't look the same in GPL as the 3se. Some mapping values are changed in the conversion.

Hope this will be easy to fix!

Quico


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 Post subject: Re: 3dsimed & gpl
PostPosted: Fri Nov 11, 2016 3:57 pm 
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Thanks for the report.

I've now corrected the problems with the texture coordinates when the exporting to 3do, the fix should be in the next version.

Cheers

Dave N.

ega52 wrote:
Also when I export from 3se to 3do, the 3do doesn't look the same in GPL as the 3se. Some mapping values are changed in the conversion.

Hope this will be easy to fix!

Quico


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 Post subject: Re: 3dsimed & gpl
PostPosted: Sun Nov 13, 2016 1:19 pm 
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Tirechanger
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Really very good news. :notworthy: :notworthy: :notworthy:

Thx

Quico


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 Post subject: Re: 3dsimed & gpl
PostPosted: Tue Jan 10, 2017 11:36 am 
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Jackman
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Any news on the GPL side? I'm working on a track for the old sim but 3DSIMED3 doesnt import the track 3DO correctly, there are no materials assigned and no textures visible in the viewport. The 3D SIMED v.2 worked flawlessy but now my license is on the new v3.. Thankyou


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 Post subject: Re: 3dsimed & gpl
PostPosted: Wed Jan 11, 2017 1:31 pm 
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There will be a new version by the end of this month which should sort the gpl problems.

Your license for v2 is still valid if you require a new activation code just make an activation request.

Cheers!

Dave N.


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 Post subject: Re: 3dsimed & gpl
PostPosted: Thu Jan 12, 2017 9:24 am 
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Jackman
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Dave Noonan wrote:

Your license for v2 is still valid if you require a new activation code just make an activation request.

Cheers!

Dave N.


Got it! Thank you Dave...and still waiting for V3 next release!


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 Post subject: Re: 3dsimed & gpl
PostPosted: Thu Jan 12, 2017 2:21 pm 
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Tirechanger
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:nana: :nanadance: :nana: :nanadance: :nana: :nanadance:


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 Post subject: Re: 3dsimed & gpl
PostPosted: Wed Jan 25, 2017 9:18 am 
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I have began working with the new version and find that inside the editor there is no problem, loading the 3do converted from 3se directly to 3do al works fine. But when I put the 3do in the game it looks like the deathstar after Luke Skywalker's raid
Attachment:
torre3do.jpg
torre3do.jpg [ 23.47 KiB | Viewed 355 times ]


Curiously, when converted throught ase, it looks OK
Attachment:
torreconase.jpg
torreconase.jpg [ 27.16 KiB | Viewed 355 times ]




Any idea? :dunno:



Quico


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