cesm20 on Wed Jun 13, 2007 10:29 am
[quote]@ Cesm : It's possible to apply modifiers on the whole track. But instead of using the tools with the default settings as I guess you do, just take the time to adjust them. For the duplicated vertices for example : just select the whole scene, select the modifier "edit poly", then go to the "vertices" submode and select all the vertices in one selection (zoom out to see the entire scene), that might take some time but it sure is way faster that doing it vertice by vertice ; then go to weld these vertices but don't hit the weld button, clic on the smaller one right next to it, it will allow you to adjust the distance between vertices to weld, there enter a very small value like 0,0000000000001, and hit OK.
And about the UVW mapping, as I already said, this is the first thing C2 check to calculate the smoothing ; you must try to have no separation in the uvw map of a material on a mesh, else the separation will create a hard edge in the smoothing.[/quote] Ok, about this we will have to talk in msn, so later i talk to you in there, since there is a few problems.
[quote]You should take some time to learn MAX a bit more before going on big projects like this.[/quote] Yes, but if it wasn't you, how i am supposed to know what should i know or not to learn specificaly? This is why i really need your help, and your advices are being precious regarding that, since now it's still the right time to do these optimizations in the portland city track BEFORE it gets exported into plaything2.
[quote]BTW, if I was you I'd avoid using the PT2 'optimize' option, this stupid thing removes data blindly...[/quote] Hum... the big problem about this is the extra vertices that the ase to asc convertion creates because of the texture mapping, and believe me THOUSANDS of vertices where removed thanks to this... have you idea of what differences this can make, if i don't do the optimizing thing ? For example the objects "bounding box line" in plaything2 is a LOT bigger because of the 0,0,0 vertices that this ase to asc convertion requires to do, i don't know if it's such a good idea letting the objects remain like this...
[quote]About the polycount, I was actually talking about the whole track. ~200000 is rather ok I guess, though I find the whole city to be quite small for that amount of textures.[/quote] The polycount of the track is 414738, including the parked cars (smashables), and all noncars/smashables. Regarding the textures, remember i still didn't finished that sorting of the textures, even tough i wasn't able to remove that many, later i tell you how many textures it will be.
[quote]The gas canisters worked well as did the fire pump which was also a good detail though I hope you'll improve the water effect 'cause this one sure is lame.[/quote] Hum... about the water effect, i am not too good about that kind of stuff, i have more experience about setting of the objects and debris thing, but 2d "explosions" and the water effect i will need some one to do this, if you know how to do better you can try doing it since i can't do better than this (please don't think i got offended by the comment, i know that the effect is lame :) But i couldnt' make better than that ).
[quote]Another note : if you actually want to see people try your preview, next time include a C2T and setup a correct starting grid. It could have also been a good idea to remove the material modifiers as it's really uneasy to drive in the preview track.[/quote] Hum... indeed i tough about adding a c2t file, but it's just that in my case i found it much easier and faster just changing the name of the track in the races file than using mapstockalipse, but oh well, next time i do that, next time i include a c2t file.
Wait a minute... what you mean by "correct starting grid" ? You mean the place where the car starts? I don't see which is the problem...
About the material modifiers, so THAT'S why the car drives like that? Now i understand why the car drove like that, i didn't knew it was because of the material modifiers, since i am not used in working with material modifiers.
Now replying to coffeycup :
[quote]Looks good though I'm getting about half the textures?[/quote] Dont' worry about that, it's normal, thats one of the glitches doe to this being a very quick converion, i would have to do HUNDREDS of material renamings for all those missing textures, and so this will be done only ONCE when i port the full complete city into plaything2.
[quote]The roads seem bumpy, maybe the smooting would help that.[/quote] Hum... unfortunately that's the smoothing that was ported from gta3 itself, maybe it's some bug of the gta3 models importer in 3dsmax, maybe it doesn't import smoothing groups... Toshiba will have to help me on this.
[quote]My suspension was really bouncing going down the street.[/quote] Also thanks to toshiba now i know that was caused by the material modifiers.
Now replying to Harmalarm :
[quote]Is everyone having these really black shadows? Because here (my pc), it overrules every texture, giving a complete black shadow...[/quote] Can you post a screenshot please ? That's not normal i think, could it be a problem of the glidewrapper ? See if other tracks have that problem too if running in glide mode. If not, then try Direct 3d mode to see if this still happens.
And by the way remember it's normal to get missing textures...
|