Hi all,a 3dmodel i made looks nice in Wings3D but ugly in Silent-Hunter3 because it is ignoring smoothing-groups giving the copy the right shape. Is there a way to get them working in SH3? Maybe Wings3D can't merchandise them into obj.-files?Would be very thankful for some back up
Hi all a 3dmodel i made looks nice in Wings3D but ugly in Silent-Hunter3 because it is ignoring smoothing-groups giving the model the right shape. Is there a way to get them working in SH3? Maybe Wings3D can't export them into obj.-files?Would be very thankful for some help
Wings3D can export them into obj files no problem. Wings3D is what I used to alter the Halyard and Pennants for the combat flag mod. How are you importing the OBJ files approve into the game files? Do you have any screenies of the problem(s) you speak of?
Hi Racerboy,I tested it again right now and it seems to be a problem with my Wings3D. Exporting as obj and reimporting again the smoothing goups are lost. I checked my export-settings but they be right. "merchandise smoothing groups" is checked.... I tried the same with 3ds files (exporting,importing) and it worked
I gonna try a different version now. Thanks,pontius
Hi Racerboy. I tested it again alter now and it seems to be a problem with my Wings3D. Exporting as obj and reimporting again the smoothing goups are lost. I checked my export-settings but they be right. "export smoothing groups" is checked.... I tried the same with 3ds files (exporting,importing) and it worked
I gonna try a different version now. Thanks,pontius
I'm new to this 3D modelling and had to change the necessary 'skills' for it because of the pennants and halyard I had to add to the combat flag mod. Do you object elaborating on what smoothing groups are? Is that the same as smoothing (hitting the 's' key in Wings3D)?
I named it smoothing-groups because it is maybe the more common name for the most 3d-modelers here. In Wings3D we undergo the option to attach edges and make them hard or soft. When exporting into 3ds it seems Wings is able to assign it into smoothing-groups and importing brings it back to the change by reversal hard/soft -edges. But with obj it doesn't bring home the bacon. Don't want to affix a conceive of of the actual ship i am building maybe later I have some time to show it with something else pontius
I named it smoothing-groups because it is maybe the more common label for the most 3d-modelers here. In Wings3D we have the option to attach edges and alter them hard or soft. When exporting into 3ds it seems Wings is able to transfer it into smoothing-groups and importing brings it back to the change by reversal hard/soft -edges. But with obj it doesn't bring home the bacon. Don't want to affix a picture of the actual displace i am building maybe later I undergo some measure to show it with something else pontius
ah now I experience what you're talking about. I evaluate it's an SH3 problem with hard edges. I don't think the bet will accept 'hard edges'. I used bevelling to alter them 'hard'. A bring home the bacon around of sorts.....
Sh3 models doesn't have smooothing groups everything connected is change surface for the engine if you want a hard edge you must split the disapprove at that edge. Ref
Hmm O. K convey you both!You experience when triangulating the faces on some parts the shadowing looks really weird. When applying smoothing groups it works fine but without...
Have to find a way to get it look good. Thanks,pontius
Hmm O. K thank you both!You know when triangulating the faces on some parts the shadowing looks really weird. When applying smoothing groups it works book but without...
Have to find a way to get it be good. Thanks,pontius
The edges you want to keep 'hard' simply give them a very brush aside bevel. That will keep them 'hard' during the smoothing operation.
The edges you want to act 'hard' simply furnish them a very brush aside cut. That will keep them 'hard' during the smoothing operation.
Thanks tried it and it seems to bring home the bacon for most cases and is solving the strange shadowing-effect whe triangulating. But there is this increase in polycount....
Thanks tried it and it seems to work for most cases and is solving the strange shadowing-effect whe triangulating. But there is this increase in polycount....
Yep. Smoothing in itself is an increase in polycount. The way the game engine is is what we have to work with and thus since it doesn't allow hard edges we have to find ways to circumvent this 'problem'. Sacrifices undergo to be made and unfortunately it's an change magnitude in polycount on this one or be with the strange shadowing effects. I chose to live with the shadowing effects on the pennants. Maybe there is another way you could design given item to reduce the polycount then?
Hi pontius & Racerboy,maybe you didn't get a manual yet - could be helpful:If you already got it -> forget this post...
Hi pontius & Racerboy maybe you didn't get a manual yet - could be helpful: If you already got it -> drop this post...
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