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 Post subject: Re: 3DSimED 3.1l
PostPosted: Sun Dec 17, 2017 7:15 pm 
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Jackman
Jackman

Joined: Sun May 14, 2017 10:56 am
Posts: 14
Dave Noonan wrote:
For the Audi uv issue carpaint material, swap channel 2 for channel 0?.

Cheers!

Dave

That won't work as there is no UV. Apart from UV1 they are all just a tiny dot, you can't even scale them.
UV1 Image UV2Image UV3Image UV4Image


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Mon Dec 18, 2017 4:22 am 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1331
Location: Barnet, London
I see now that it does not working for the whole car, but just for the body object.

Looking in detail, I think 3DSimED is importing correctly the UV defined in the model, but for some reason the carpaint is set to use an interior shader, and at the moment I just cannot see a way of extracting UV suitable for a livery textre.

Cheers!

Dave N.


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Wed Dec 20, 2017 5:09 am 
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Tirechanger
Tirechanger

Joined: Sun Mar 17, 2013 3:47 pm
Posts: 28
Hello Dave:

I have a suggestion for next 3Dsimed version:

When I'm loading a SCN file (rFactor 1, rFactor2) ....3Dsimed goes to search "SearchPaths" of headfile but they usually are relative paths...OK...It works great!.

SearchPath=.
SearchPath=Transfagarasan
SearchPath=Transfagarasan\Hillclimb
SearchPath=Transfagarasan\Assets\GMTs
SearchPath=Transfagarasan\Assets\Maps
SearchPath=Transfagarasan\Assets\Anims

My suggestion is be able to load full paths as below structure. This structure works fine for rFactor 1 and rFactor2 engines and it is temporarily useful for modders

SearchPath=.
SearchPath=Transfagarasan
SearchPath=Transfagarasan\Hillclimb
SearchPath=Transfagarasan\Assets\GMTs
SearchPath=C:\WIP_Textures <-------------Full path
SearchPath=Transfagarasan\Assets\Anims

I know the 3dsimed feature to add "Texture folders" but they are fixed.

Is it possible implement it?

Thanks


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Thu Dec 21, 2017 3:18 pm 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1331
Location: Barnet, London
Thanks!

I didn't know that full paths could be defined, I can see how useful that could be and will add it to the next version.

Cheers!

Dave N.


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Fri Dec 22, 2017 5:58 am 
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Jackman
Jackman

Joined: Sun May 14, 2017 10:56 am
Posts: 14
FYI shakotay2' tool gets the UVs for the RS6 just fine. So it's a little strange that your tool doesn't.

Not to worry i shall move onto some thing else.


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Sat Dec 23, 2017 5:34 am 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1331
Location: Barnet, London
I think the first channel of the texture coordinates is correct in 3DSimED but it is the lower channels that need some work and I think I have found a solution, it should be in the next release.

Cheers!

Dave N.


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Mon Jan 01, 2018 11:40 pm 
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Tirechanger
Tirechanger

Joined: Fri Jul 14, 2017 11:46 pm
Posts: 44
Hello Dave. Where it is planned to be launched the next 3DSimed version? I would like to release a mod in february but I need the new rain + damage shader included in the latest rF2 DX11 Build.

Thanks.


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 Post subject: Re: 3DSimED 3.1l
PostPosted: Tue Jan 02, 2018 10:01 pm 
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Tirechanger
Tirechanger
User avatar

Joined: Thu Jul 09, 2015 8:17 pm
Posts: 17
Location: Russia, Taganrog City
Dave Noonan wrote:
Fix: TDU Import would corrupt some meshes.

It works nicely now, thank you, but how about those normals?..
Andrakann wrote:
Upd: Normals are wrong too:
Image


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