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Search found 518 matches

by Coffee
Thu Dec 31, 2015 10:08 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

I found a slight bug in the suffix number extensions.
Some objects wound up with exactly the same name in the helper node and the actual model node.
This caused the model node to be ignored.
I uploaded a new version 30.1.1 that fixes this.
Hit the link about..

Sorry bout that..
by Coffee
Thu Dec 31, 2015 9:34 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Ok..... The sum of all my work so far. Version 30.1.0 is ready to test. http://209.159.152.184:8080/WoW/ This only works with FBX exporting. Blender will not load these. You will need to get AutoDesk's FBX converter and convert them to FBX what ever the hell Blender reads. 3DS Max should load FBX 20...
by Coffee
Thu Dec 31, 2015 7:01 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

More good stuff..
Image Image

Image Image
by Coffee
Thu Dec 31, 2015 6:38 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Well...
I can't change the setting I need for the alpha to work during export.
I also can NOT set 2 sided for textures that need to be. This sucks!
Normal Maps seem to be ok.. I think it is the lighting angle but.. it makes not sense.
by Coffee
Thu Dec 31, 2015 2:37 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

And here is the 2nd image....
by Coffee
Thu Dec 31, 2015 2:36 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

I am trying to figure out how to set a parameter in FBX Because the Nets, Grids and Radar baskets all need the diffuse texture assigned to the opacity channel and the mono channel output set to ALPHA. Here is a pic of the param that needs set after the diffuse texture is assigned to the Opacity chan...
by Coffee
Wed Dec 30, 2015 11:49 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Ok... Before I release a version that Exports the entire ship with all the kids and grand kids in a format that can be loaded in almost any 3D app, PLEASE SHOW some appreciation for all my work in the form of a donation. I have worked for many MANY hours figuring this out. If you feel I deserve some...
by Coffee
Wed Dec 30, 2015 3:48 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Ok... Figured I would post an update on where I am on this. I figured out how to hide the 'Helper' nodes in 3DS Max. As i stated before, Nodes with the same name are removed from the FBX. I have to add an index number to the end of all names or they will never load. I can rotate a turret with all it...
by Coffee
Wed Dec 30, 2015 2:40 am
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Well... I have it exporting the ship and its child objects. Transforms are working ok. In order to keep 3DS Max from removing items during the import, All items MUST have a unique name. This sucks! I am having to translate the vertices before exporting by its HP_ or MP_ matrix in the master xml. Aft...
by Coffee
Mon Dec 28, 2015 6:19 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

I have started working on the FBX exporter.

This is proving to be a pain. Its easy to export the ship.. It has no transforms.
The children are not working. I need to do some research on how to extract rotation from a non-rotation only matrix.
by Coffee
Fri Dec 25, 2015 4:26 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

WOW... I am getting 30 FPS now with a fully loaded Midway model. It was closer to 16-18 before. Why this is, is because they have combined many of the smaller models in to one large model. This saves on rendering calls.. (Setting textures and calling the actual drawing of the polygons) Also.. They f...
by Coffee
Fri Dec 25, 2015 3:05 pm
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Merry Christmas everyone :)
by Coffee
Fri Dec 25, 2015 2:56 am
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

Ok.. I uploaded the new XML Generator. NOTE: There will be a long pause after clicking "Execute" This is because its generating the new folders.xml file. That file is used to look up the items based on the name in the _ports file. Also.. They have combined a lot of the small models in to o...
by Coffee
Fri Dec 25, 2015 2:42 am
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

TheSeeker wrote: you did not upload new version of the xml generator
No I did not.. the new master xml zip is in the new release.

Give me 10 minutes and I'll upload it.
by Coffee
Fri Dec 25, 2015 1:08 am
Forum: 3D/2D models
Topic: World of Warships
Replies: 772
Views: 164994

Re: World of Warships

OK... I fixed it to work with the new folder structures and gameparams.data This adds a new file: "folders.xml" It is included in the Master_XMLs.zip and created by the XML Generator. You can open this and look at it (file --> View WoWs Master XMLs). It is a cross reference list to all ite...