View Poll Results: what editor for modding you prefer?

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    62 45.26%
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    12 8.76%
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Thread: Mesh/Cas/Engine - MaxScript version of GOAT tool

  1. #281

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    uhm... very interesting test, is possible that my script don't compute the true Binormal and Tangent vector. The test that i made is based for Building version, the Mesh/Cas/engine script utilize the same function:
    In the geometry_class.ms script there are the function:
    Spoiler Alert, click show to read: 

    for f=1 to numfaces do
    (
    --FACES
    Faces[f]+= [preVert,preVert,preVert]

    local fnormal = normalize (getFaceNormal tmesh f)
    local i = Faces[f].x
    local j = Faces[f].y
    local k = Faces[f].z

    local v1 = verts[i]
    local v2 = verts[j]
    local v3 = verts[k]

    local uv1 = tvert[i]
    local uv2 = tvert[j]
    local uv3 = tvert[k]

    local dV1 = v2 - v1 --[x1,y1,z1]
    local dV2 = v3 - v1 --[x2,y2,z2]

    local dUV1 = uv2 - uv1 --[s1,t1]
    local dUV2 = uv3 - uv1 --[s2,t2]

    /* area is the Length(cross dUV1 dUV2) but max want point3 */
    local sign = if (dUV1.x * dUV2.y - dUV1.y * dUV2.x) < 0 then -1 else 1 -- r = 1.0 / (s1 * t2 - s2 * t1);
    local r = 1.0 / (dUV1.x * dUV2.y - dUV1.y * dUV2.x)

    local tangent = [0,0,1]
    tangent.x = ( dUV2.y * dV1.x - dUV1.y * dV2.x)*r -- (t2 * x1 - t1 * x2) * r
    tangent.y = ( dUV2.y * dV1.y - dUV1.y * dV2.y)*r -- (t2 * y1 - t1 * y2) * r
    tangent.z = ( dUV2.y * dV1.z - dUV1.y * dV2.z)*r -- (t2 * z1 - t1 * z2) * r

    local binormal = [0,1,0]
    binormal.x = ( dUV1.x * dV2.x - dUV2.x * dV1.x)*r -- (s1 * x2 - s2 * x1) * r
    binormal.y = ( dUV1.x * dV2.y - dUV2.x * dV1.y)*r -- (s1 * y2 - s2 * y1) * r
    binormal.z = ( dUV1.x * dV2.z - dUV2.x * dV1.z)*r -- (s1 * z2 - s2 * z1) * r

    --local binormal = (cross normal tangent) * sign
    /*
    r = 1.0 / (s1 * t2 - s2 * t1);
    sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
    tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);

    tan1[i1] += sdir;
    tan1[i2] += sdir;
    tan1[i3] += sdir;

    tan2[i1] += tdir;
    tan2[i2] += tdir;
    tan2[i3] += tdir;
    */

    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent

    bitang[i]+= binormal
    bitang[j]+= binormal
    bitang[k]+= binormal

    -- check if max return a wrong orientation, else flip face
    if dot fnormal (cross dV1 dV2) < 0 then swap Faces[f].x Faces[f].z
    --if flip do normal = -normal
    )

    The Normal Vector can't be differenct, the Binormal is the cross product of norm and tang so can't be different, try to change the sign of tangent
    tang[i]+= tangent * (-1)
    tang[j]+= tangent * (-1)
    tang[k]+= tangent * (-1)
    In fact, about these calculation i had a lot of issue (shadow, ecc...) in the building, i think i must change some value


    About "Per vertex TBN" matrix, see also:
    http://www.gamedev.net/topic/464820-...x-curiosities/
    http://jerome.jouvie.free.fr/shaders/Shaders.php
    Last edited by johnwhile; March 03, 2012 at 05:02 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  2. #282

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    I have 1 idea about that.

    As I know, old mesh2ms3d_beta18 shifts UV when converting - because when you convert back, almost all UV shifted to u = 1 (or -1 i dont remember).
    May be that is reason (U = U - 1 --- and U became negative) ?

  3. #283

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    No, the uvw conversion is correct, if I invert u or v, you see wrong texture in game, mesh2ms3d_beta18 or other scripts are indifferent. Ops , one moment.... I forgot to re-scale the u coordinate for standard unit after the formula of tangent and normal
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  4. #284

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by johnwhile View Post
    ... Ops , one moment.... I forgot to re-scale the u coordinate for standard unit after the formula of tangent and normal
    Is this bug corrected in release 40 (Or may its not a bug at all) ?
    By the way unpacked
    - r40 ~= 3.7 mb
    - r39.1 ~=5.4 mb
    This is very strange .

    tang[i]+= tangent * (-1)
    tang[j]+= tangent * (-1)
    tang[k]+= tangent * (-1)
    I still need to try that in r.40 (I didn't try in r39.1 because you said
    ... I forgot to re-scale the u coordinate for standard unit after the formula of tangent and normal
    ) ?

  5. #285

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    don't worry about dimension, is possible that i deleted some unused file, or write the m2tw_3dstudio_scripts.chm, i usually use this syntax rXX.y = release XX bugfix y.

    Ok now i re-scale the U coordinate after compute tangent (the difference between KE's tool that i don't use two material but i scaled the U coordinate to 0.0 - 2.0 to work correctly with two texture.), but there aren't visible difference in game because i see the formula and the result vector is always normalized. In the script you can find the file "@geometry_class.ms" with inverse tangent, switch the file lib/geometry_class.ms and see the difference, close and restart 3dstudio to reload the script.
    I think this is the only solution, the normal vector can't be different otherwise you will se flipped faces

    I find these formulas in internet but i had a lot of problem testing in game , especially with building shadows... so i think this is the definitive formula

    You can also invert the Binormal and Tangent vectors here:

    Spoiler Alert, click show to read: 
    Code:
    for i=1 to numVertex do
            (
                local v = verts[i]
                local n = normalize norm[i]
                local t = normalize tang[i]
                local b = normalize bitang[i]
                
                --ortogonalizzazione di Gram-Schmidt di primo ordine
                t = normalize ( t - n*(Dot n t))
                --ortogonalizzazione di Gram-Schmidt di secondo ordine
                --if det!=0 then b =normalize ( b - n*(Dot n b) - t*(Dot t b)) else b = cross n t
                b = normalize (cross n t)-- il vettore Binormal è sempre ortogonale =  NxT
    
                tang[i] = -t
                bitang[i] = -b
                norm[i] = n
            )

    but, as you see, i put some formulas as comment because i used the "Try And Error" ways XD, i tried some calculation with and without some code and i saw the result in game.
    Last edited by johnwhile; March 06, 2012 at 05:43 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  6. #286

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Hello Johnwhile(the Master Engineer), I would know, by chance, do it would be easy to change the ribaudequin's spears and to put instead some voulge/halberds?
    I don't want especially great effects of defense regarding these new wepons.

    Just to change the vanilla harpoons if its not so "technic"
    Spoiler Alert, click show to read: 

  7. #287

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    the "master engineer" don't understand the question: you mean the ribaudequin's model or ribaudequin's projectiles ?

    For model is sufficient import the ribaudequin.mesh with my script (i suggest to use Only Assignements if you don't work with animation), the problem of GOAT is that can't work with different skeleton, but i know that KE's add some vanilla engine skeletons.

    For projectiles is a little complicated, you must find with descr_projectile.txt missile's cas reference but:
    the game uses two ways to represent the bullets

    1. missile model : .cas extension
    2. particles system : like fire, smoke ecc... use some square with a tga image

    but I don't have much depth about it, example for Catapult bullets i found missile cas's model just by random.

    To change the projectile system, effect, damage ecc.. you must use only the text files, because all these information aren't relation with 3d models (mesh and cas files)
    Last edited by johnwhile; March 06, 2012 at 10:53 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  8. #288

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    R40.1 BugReport....

    See the attached pic.

    p.s. I used normal version tool without switch @geometry_class.ms. In fact i did nothing but used the r40.1 at defaults
    Last edited by kompadre; March 06, 2012 at 01:22 PM. Reason: forgot something

  9. #289

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    No just the model, I don't want that thrown halberds and voulges...

    "For model is sufficient import the ribaudequin.mesh with my script (i suggest to use Only Assignements if you don't work with animation), the problem of GOAT is that can't work with different skeleton, but i know that KE's add some vanilla engine skeletons."

    Thanks you, +rep
    Last edited by VINC.XXIII; March 06, 2012 at 01:55 PM.

  10. #290

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by kompadre View Post
    R40.1 BugReport....
    See the attached pic.
    Sorry, i put [1,1] and not [1,1,1] without testing ...
    Quote Originally Posted by Rus-Bey View Post
    No just the model, I don't want that thrown halberds and voulges...
    I see Milkshape, are you using GOAT for this ? Attention, is possible that GOAT convert it with human skeleton, try to reimport in milkshape and look the skeleton.
    Last edited by johnwhile; March 06, 2012 at 04:41 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  11. #291

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Its true("GOAT convert it with human skeleton") , I will restart from this info, I have merged the weapons and the machine with Goat.
    Thanks

  12. #292

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    johnwhile
    Ok now i re-scale the U coordinate after compute tangent (the difference between KE's tool that i don't use two material but i scaled the U coordinate to 0.0 - 2.0 to work correctly with two texture.), but there aren't visible difference in game
    Yeah.. I can't see any difference too.

    tang[i]+= tangent * (-1)
    tang[j]+= tangent * (-1)
    tang[k]+= tangent * (-1)
    This working! But not as we wanted to... But working.

    This expressions gives ability to correct use normal-textures which made with options
    { Invert X ( Flip Green (x) - for Max) }
    (Of course, if normal-texture was made with another options, for example {Invert X ; Invert Y}, in this case the tools used it wrongly)

    I remind you, that usual expressions in the tools (without minuses) gives ability to correct use normal-textures which made with options
    { Invert Y ( Flip Red (y) - for Max) }

    And mesh2ms3d_beta18(created by grumpyoldman if i remember his nickname right) - gives ability to correct use normal-textures which made with options
    {Invert X ( Flip Green (x) - for Max) ; Invert Y ( Flip Red (y) - for Max)}

    And it seems to be that we have a problem here ...

    Many-many units was converted (earlier, before Mesh/Cas/Engine was made) by mesh2ms3d_beta18... And that units, of course, used normal-texture with {Invert X ; Invert Y } options.
    Now: what if I want to slightly tweak some old unit with your great tool? - No problems. I convert unit in to Max, then tweak, then convert back in to game-mesh. Wonderful.
    But what is that?! Why the unit became so strange? Ouch! Normals! My old normals-textures doesn't work correctly!! What should i do?? Create normals AGAIN with new options?? Well It's not a big problem though if normals created just by using Nvidia Normal filter. But what if normals created manually - in Zbrush or in Max or in other 3d - application? In this case - recreate normals is a big problem and waste of time...

    I have a 2 proposition in connection with described above.

    1. It is necessary to "teach" tools work with the {Invert X ; Invert Y } normal textures. Tools already can work with the {; Invert Y } (at defaults) and {Invert X ; } ( at
    tang[i]+= tangent * (-1) ; tang[j]+= tangent * (-1) ; tang[k]+= tangent * (-1) ;
    ).
    How could it be done - I honestly, don't know, because when I tried something like

    tang[i]+= tangent
    tang[j]+= tangent * (-1)
    tang[k]+= tangent * (-1)
    or

    tang[i]+= tangent * (-1)
    tang[j]+= tangent * (-1)
    tang[k]+= tangent
    normal-textures goes completly wrong, VERY WRONG if i can use such a phrase.

    2. Make the menu-options or something like that, inside tools user interface in which user could define the type of normal-texture he wants to use.
    a. (Standart)
    b. (Invert X)
    c. (Invert Y) /now used in Mesh/Cas/Engine/
    d. (Invert X ; Invert Y) /used in grumpyoldman's mesh2ms3d_beta18/

  13. #293

    Default Release 40.2

    no
    tang[i]+= tangent * (-1)
    tang[j]+= tangent * (-1)
    tang[k]+= tangent

    is completely wrong, you must change the direction here:
    Spoiler Alert, click show to read: 
    Code:
            for i=1 to numVertex do
            (
                local v = verts[i]
                local n = normalize norm[i]
                local t = normalize tang[i]
                local b = normalize bitang[i]
                
                --ortogonalizzazione di Gram-Schmidt di primo ordine
                t = normalize ( t - n*(Dot n t))
                --ortogonalizzazione di Gram-Schmidt di secondo ordine
                --if det!=0 then b =normalize ( b - n*(Dot n b) - t*(Dot t b)) else b = cross n t
                b = normalize (cross n t)-- il vettore Binormal è sempre ortogonale =  NxT
    
                tang[i] = t
                bitang[i] = b
                norm[i] = n
            )


    example with:
    tang[i] = -t
    bitang[i] = -b
    norm[i] = n

    But now attention, i used the uvw conversion (3dstudio - game) after compute tangent and not before:
    Spoiler Alert, click show to read: 
    Code:
                for f=1 to numfaces do
                (
                    --FACES
                    Faces[f]+= [preVert,preVert,preVert]
                    
                    local fnormal = normalize (getFaceNormal tmesh f)
                    local i = Faces[f].x
                    local j = Faces[f].y
                    local k = Faces[f].z
                    
                    local v1 = verts[i]
                    local v2 = verts[j]
                    local v3 = verts[k]
                    
                    local uv1 = tvert[i]
                    local uv2 = tvert[j]
                    local uv3 = tvert[k]
                    
                    -- Mirror V issue
                    uv1.y = 1.0 - uv1.y
                    uv2.y = 1.0 - uv2.y
                    uv3.y = 1.0 - uv3.y
    
                    local dV1 = v2 - v1 --[x1,y1,z1]
                    local dV2 = v3 - v1 --[x2,y2,z2]


    So try please and tell me if you see some inverted texture in game or if the normals texture are changed.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  14. #294

    Default Re: Release 40.2

    Sorry for coming late.
    I just begin testing.

    Good NEWS Everyone! (C)

    ------
    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent

    ++

    tang[i] = -t
    bitang[i] = b
    norm[i] = n
    -----
    That's = INVERT X ; INVERT Y for normals options !!!



    ------
    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent

    ++

    tang[i] = t
    bitang[i] = b
    norm[i] = n
    -----
    As I said before
    That's = ; INVERT Y for normals options !!!


    ------
    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent

    ++

    tang[i] = t
    bitang[i] = -b
    norm[i] = n
    -----
    That's = Standart = Invert NONE for normals options !!!

    Last test I run twice. With simple-gray diff-texture, and then with usual diff-texture. All Uv's on it's proper places - and all is good!



    Try to

    ------
    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent

    ++

    tang[i] = t
    bitang[i] = b
    norm[i] = -n
    -----
    And had a strange results - units became much darker...


    But why I still testing?
    We already has the

    ------
    tang[i]+= -tangent
    tang[j]+= -tangent
    tang[k]+= -tangent

    ++

    tang[i] = t
    bitang[i] = b
    norm[i] = n
    -----
    That's = ; INVERT X for normals options !!!



    So, we have All POSSIBLE options for normals
    Last edited by kompadre; March 10, 2012 at 03:05 PM.

  15. #295

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    This is unit with proper normals (see attachments)

  16. #296

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    So these options:
    Code:
    tang[i] = t
    bitang[i] = -b
    norm[i] = n
    correspond to standard options of nvidea plugin ? so i will set as default value for next release?

    PS1: In the previous message i said don't change this code:
    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent
    because the last code ( t, -b , n ...) is the normalization and summary of all calculations

    PS2: Normal vector (n) MUST NOT BE CHANGED, it define the orientation of all faces, example in 3dstudio invert normal correspond the "Flip" operation in the Editable_mesh, and in game you can see invisible face !!!

    My only problem was to understand how these two vectors (tangent and binormal) had effect, i read that T and B are used for shaders: http://en.wikipedia.org/wiki/Shader but the real function is always a mystery for me, because i'm not a 3d programmer....
    About UV coordinate system there are a lot difference between programs, also for world coordinate system XYZ.
    Example : 3dstudio use Z as height, milkshape as wight, game(OpenGL) as length ecc... , 3dstudio's uvw are equal to milkshape (0,0 = bottom , left) but game (OpenGL) use a different system and also nvidea plugin...

    All these to tell you that the only solution to convert correctly the values is testing in game and see if the correction is right
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  17. #297

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by johnwhile View Post
    So these options:
    Code:
    tang[i] = t
    bitang[i] = -b
    norm[i] = n
    correspond to standard options of nvidea plugin ? so i will set as default value for next release?
    Yep
    and it corresponds 3dMAX default settings
    But....
    As I said the oldest tool from grumpyoldman uses

    Invert X ; Invert Y ...

    So, I Offer, first of all, to represent all options and particularly for the Invert X ; Invert Y make a remark - "Options used in mesh2ms3d_beta18"



    PS1: In the previous message i said don't change this code:
    tang[i]+= tangent
    tang[j]+= tangent
    tang[k]+= tangent
    because the last code ( t, -b , n ...) is the normalization and summary of all calculations
    All right.
    Then I must find The Invert X..

    I think it'll be

    Code:
    tang[i] = -t
    bitang[i] = -b
    norm[i] = n
    But it need to prove by tests...

    My only problem was to understand how these two vectors (tangent and binormal) had effect, i read that T and B are used for shaders: http://en.wikipedia.org/wiki/Shader but the real function is always a mystery for me, because i'm not a 3d programmer....
    About UV coordinate system there are a lot difference between programs, also for world coordinate system XYZ.
    Example : 3dstudio use Z as height, milkshape as wight, game(OpenGL) as length ecc... , 3dstudio's uvw are equal to milkshape (0,0 = bottom , left) but game (OpenGL) use a different system and also nvidea plugin...

    All these to tell you that the only solution to convert correctly the values is testing in game and see if the correction is right
    Hmm. I think i can't just now to clarify All About B and T.

    But for that invert options.
    I think All simple.
    Where is the UV origin point?
    Let say the default is (0 ; 0) = LOW,LEFT
    THEN
    INVERT X;Y is (1,1) TOP,RIGHT
    INVERT X is (1,0) LOW,RIGHT
    INVERT Y is (0,1) TOP,LEFT

    It doesn't matter (where is origin) for the diff(color) - textures. But for the normals - it's important.
    That's how I understand

  18. #298

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    So

    Code:
    tang[i] = -t
    bitang[i] = -b
    norm[i] = n
    is definitely corresponds to INVERT X

    By the way, I attached (in this post) two files which allow you to test normals and normals options.

    First file is for color-texture (diff) (named TestPureGreyDiff.psd) - this is simple grey-texture sheet without anything else.

    Second file is for normal-texture (norm) (named TestGrid.psd), BUT it's now NOT NORMAL-TEXTURE it's White tiles with black grooves.
    From TestGrid.psd you can do 4 normal-files with different Invert options. Use Nvidia Normal Map Filter to do that. In Nvidia Normal Map Filter you can find some other options.
    I usually use :
    1. minZ = 0 ; Scale = 5.5 ;
    2. Filter type = 4 samples
    3. Height Source = Average RGB
    4. Alpha field = Unchanged
    5. 3d view options = doesn't matter
    AND IMPORTANT
    6. Wrap ; Invert X ; Invert Y ; Invert Z.
    I don't work with Wrap and with Invert Z. Leave them as defaults (unchecked)
    But 2 options Invert X and Invert Y give us 4 variations -
    1. Unchecked Invert X;Y = Standart
    2. Checked Invert X = Invert X ;
    3. Checked Invert Y = Invert Y ;
    4. Checked Invert X ; Invert Y = Invert X ; Invert Y
    That means - you can obtain 4 normal-textures (from TestGrid.psd) with one sense (tiles with grooves) but different options.

    Then you may convert textures into dds->game.texture.
    And then apply TestPureGreyDiff to game-diff, and one of obtained normal to game-norm and test!.

    If you see perfect tiles with grooves (glazed tile) then unit uses the same normal options as in tested normal-file.
    If you see completely vice-versa (extruded grooves/hollowed tiles) then unit uses opposite (INVERT) options (for example: normal file uses INVERT X ; INVERT Y - then opposite options is STANDART (INVERT NONE) )
    if you see some extruded tiles, but some hollowed - then only one of normal-option in unit inverted from normal texture (X or Y).


    P.s. Attached textures is 2048x2048 - you can use in that resolution in the game or in standart 1024x1024.
    If you want standart, you must resize (in photoshop for example) my textures.
    Last edited by kompadre; March 10, 2012 at 08:02 PM.

  19. #299

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    http://wiki.polycount.com/NormalMap#T
    there are some information but i don't understand that is invert x/y, is possible the light direction ?
    i will add in the next script fix the options:

    INVERT XY (1,1 - TOP,RIGHT) = mirror UV
    INVERT X (1,0 - LOW,RIGHT) = mirror U
    INVERT Y (0,1 - TOP,LEFT) = mirror V

    here: http://stackoverflow.com/questions/8...uv-coordinates
    he said that opengl (the game) use lower-left corner like 3dstudio, so is correct.
    Last edited by johnwhile; March 11, 2012 at 12:33 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  20. #300

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by johnwhile View Post
    Good tutorial, but...
    Many letters ...


    there are some information but i don't understand that is invert x/y, is possible the light direction ?
    Normals (Tangent-space) - set the object relief. Folds/wrinkles... Normal map don't change the real geometry/topology But it change reflected light thus light behavior become as if object REALLY (in geometry/topology) has relief (or folds or whatever tangent space is represent).
    Because of that the answer = yes, is possible that normals strongly change the reflected light direction (). But it must be very strange normals...

    here: http://stackoverflow.com/questions/8...uv-coordinates
    he said that opengl (the game) use lower-left corner like 3dstudio, so is correct.
    I think if we can test - then we must trust our own eyes .
    May be Opengl libraries uses standart options, but medieval 2 theoretically can invert UV origin BEFORE that libraries begins to work...

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