MVEsperanza Posted May 27, 2013 Report Share Posted May 27, 2013 Hello Guys I have the following 3D Software Programs: -Visual Enterprise Author (Deep Exploration) -3Ds Max 2013 -Maya 2014 -Sketch-Up Pro Im new to Maya and have a model i want to convert to VSF (.x) but i dont know how any help would be great. DE works but the Textures mess up in VSF from that converter im hoping that it wont happen with Maya Conversion. So i figured out how to convert it but the problem is the same this is what i am experiencing.. The Text on the Sauser reads: USS Kelvin and NCC-0514 but there is for some reason a problem in the middle of the black letters where it becomes transparent when only the white part of the picture is supposed to be transparent which it is but the black is supposed to be there Second Problem, random Hole in the Hull I cant fix it i dont know why Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 27, 2013 Report Share Posted May 27, 2013 I been waiting for you Ok now that your here I can help you but I cant over at the other place. First was that model a ( .OBJ ) file to start with, I ask because then faces that are missing reminds me of a obj file that has been turned into a 3DS, if so then you have some work to do on rebuilding them faces or find a program that will do obj to 3DS without things like that happen. Now for the X file; I see you have 3D Max 2013, do you also have 3D max 2012 or a earlyer one like 10 or 9? Pandasoft makes a X exporter for 3D max 2012 and back, I use it on my 3D max9 and its very good for VSF. http://www.andytather.co.uk/panda/directxmax_downloads.aspx As for Deep Exploration, I have this also and its also very good and will do a nice X file for VSF but it needs to be setup right so give me about 1 hour and I will post you some screens on the setup that I use for this, ok. Also you should be using BMP or JPG 1024 by 1024 for your texture JPG runs the best for VSF and 1024 by 1024 works the best for most vid cards in VSF. OK I be back with them screen shots for you. Deutschmark Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 27, 2013 Author Report Share Posted May 27, 2013 Ok thanks No the file is Maya Originally. I have a .x exporter for 3Ds Max 2013 i dont have 2012 or earlier the format currently of the translucent files is PNG so that may be the issue but still the will the black show up? Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 27, 2013 Report Share Posted May 27, 2013 here is the DE export tabs and my settings and they work fine with 3DS to X. Ok, is the black text right on the texture for the ship or is it another texture? Cant tell from the photos. Deutschmark PS; its getting late here so am off for the night soon, so just post if you need to know more or tell me something and I will see it tomorrow when I get up and post back to you. Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 27, 2013 Author Report Share Posted May 27, 2013 Its not part of the hull texture its a texture layed on top of the other Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 27, 2013 Report Share Posted May 27, 2013 Ok then VSF will not handle a part of a texture being translucent and the rest not being translucent, in VSF it has to be all translucent or not, much like a fast prop or glass, so it would be best if you could put them numbers right on the texture they are going over, or just live with what you have now. Deutschmark PS; but now am off to bed for the night. Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 27, 2013 Author Report Share Posted May 27, 2013 Ok will Do Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 27, 2013 Author Report Share Posted May 27, 2013 So what about the Missing part of the hull Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 27, 2013 Report Share Posted May 27, 2013 Look to see in your 3D program if they are missing, if they are not then its in your exporting and I don't know Maya exporting so you will need to play with that and that exporter you have for Max 2013 if its not a Pandasoft one then cant help there, try this make a 3DS of the model put it into DE and have a look to see if there are any missing faces if not then make a X file out of DE and see what you get. Deutschmark PS; I just looked in before I turned off my PC that's what I posted this. Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 27, 2013 Author Report Share Posted May 27, 2013 i did both they are still missing Quote Link to comment Share on other sites More sharing options...
MarkoBarthel Posted May 28, 2013 Report Share Posted May 28, 2013 Hi John and MV, the best way for convert max files to x files is Pandasoft's Plugin (unfortunately only for Max2012 or older). The hole in the mesh looks like a flipped poly. If the poly deleted, you can add a bridge between the edges and create a new poly in this part. The model looks like the Kelvin model from Tobias Richter. If I remember the Kelvin uses multi-textures. I have tryed to work with multi-textures in VSF I think they work not correct in VSF. Either you change the material properties in the material editor or you rework the textures. Regards Marko . Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 when you look at the model in your 3D program are them faces there? If not then they may be flipped and your seeing the back face and you need to flip them back, but if they are not there then you need to rebuild them. Deutschmark Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 28, 2013 Author Report Share Posted May 28, 2013 Sure is his Model, The USS Kelvin is my Favorite Starship in the whole Star Trek Series. Too bad her fate. Anyway Im going to try some of the mentioned things Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 28, 2013 Author Report Share Posted May 28, 2013 Ok Found Out the Problems Arrialp had informed me the reason the texture is translucent is because i had a "_" in the name of the texture all though when i fixed it the background matched the color of the Kelvins Plates but not plated. Ok I also found the little section there is inverted so i ineed to revese that fase but i cant flip it with out flipping the whole thing Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 you need to just pick out them faces that are inverted and flip just them. Deutschmark Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 28, 2013 Author Report Share Posted May 28, 2013 Hull is all patched up and so is her Paint Job Ready for Warp... Punch It. Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 So you are all set now? Deutschmark Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 28, 2013 Author Report Share Posted May 28, 2013 Yup Thanks Guys for all your help! Actually Im wondering now how to make the lights appear in VSF the ship already glows on parts i need it to glow but there glow the lights are supposed give off sor to say illuminate the Hull Name and Number How do i do those? Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 Good to hear look forward to your model. This was put in update version 2.5.2 the latest one. Added vehicle tags lightsl, lightsr, lightsm, lightst, which glow on vehicle when light is on. Like this; Deutschmark Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 28, 2013 Author Report Share Posted May 28, 2013 how do i do that tho? Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 in the lights cfg, just use them tag names for the lights you want to glow. Deutschmark Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 like this as a example; lightslwhite [light_name] 0.009 [light_scale] -1.80 [light_x] 2.62 [light_y] -13.95 [light_z] The tag name that will make the white light glow is ( lightsl ) in this example. Deutschmark Quote Link to comment Share on other sites More sharing options...
MVEsperanza Posted May 28, 2013 Author Report Share Posted May 28, 2013 Lol sounds complicated can u make a little tutorial if u have time? Thanks so much for all your help so far I truly appreciate it! I'm off to bed. Have good day/night! Sincerely, Devin Rodrigues Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 Ok we try; the colors names in VSF are; Red Green White Yello = yellow Blue the tag names in VSF are; Strobe - blinking light Beam - light beam with cone Brakes - car red brake lights Blinker - car orange blinker Reverse - car white reverse Fore - forward Back - backwards Omni - omni directional Flat - forward or aft flat So if I want a blinking red light I would put this in the lights name; strobered [light_name] This is for the scale size of the light; 0.009 [light_scale] This is for the X,Y,Z of the light on your model; -1.80 [light_x] 2.62 [light_y] -13.95 [light_z] This is a example of one of my light cfg's for my F-15; 6 [lights_num] OmniRed [light_name] 0.009 [light_scale] -6.36 [light_x] -0.52 [light_y] -9.65 [light_z] OmniWhite [light_name] 0.009 [light_scale] -1.80 [light_x] 2.62 [light_y] -13.95 [light_z] OmniRed [light_name] 0.009 [light_scale] -1.80 [light_x] 2.47 [light_y] -13.95 [light_z] OmniGreen [light_name] 0.009 [light_scale] 6.36 [light_x] -0.52 [light_y] -9.65 [light_z] OmniWhite [light_name] 0.009 [light_scale] 1.80 [light_x] 2.62 [light_y] -13.95 [light_z] OmniGreen [light_name] 0.009 [light_scale] 1.80 [light_x] 2.47 [light_y] -13.95 [light_z] /// F15 --------------------------------------------------------------------- These here are parts on a model; lightsl = glow on when light is on lightsr = glow on when light is on lightsm = glow on when light is on lightst = glow on when light is on So like if you have 5 parts that you wont them to be glowing lights on the right side lets say you would make them all one group and give them the part name lightsr and when the lights are turned on they will glow. ---------------------------------------------------------------- Hope that helps. Deutschmark Quote Link to comment Share on other sites More sharing options...
Deutschmark Posted May 28, 2013 Report Share Posted May 28, 2013 I just come to know I made a boo boo These here are parts on a model; lightsl = glow on when light is on lightsr = glow on when light is on lightsm = glow on when light is on lightst = glow on when light is on So like if you have 5 parts that you wont them to be glowing lights on the right side lets say you would make them all one group and give them the part name lightsr and when the lights are turned on they will glow. Sorry about that, but I never used these as they are new and I have not done anything new that would need these. Deutschmark PS; I fixed above as well. Quote Link to comment Share on other sites More sharing options...
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