3rd Party Models/Media Chat / Making models again and have questions.

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Earthling45
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Posted: 28th Dec 2017 08:10
Having found out why i had so much problems with uv mapping, i'm finding the love for modeling again.
I've burned a good amount of money yesterday which should enable me to produce textures for the models that i make.
For anyone interested, the package of 'substance-b2m-designer-painter' is currently on sale for €193 until Januari 4.

For the map which i'm currently working on, i can use EBE for much of the roads and buildings, but i'm also making models again which will be used on the map.

When they are finished, they will be shared in the free model section.

The first model is a churchbel.


For this model my question is if the polys and verts are acceptable?
My plan is also to animate it and create a sound for it.
Which to my knowledge should be ogg format and mono, correct me if i'm wrong.

The second model is in very early stage, a mill.


I think about making two versions, one for sight which is very light, the second will be enterable and detailed, it will have the iner workings of a mill and be animated.

My question on this model is, if it is an occluder, does that mean that everything inside (components) will not be rendered and thus will not affect performance?




Belidos
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Posted: 28th Dec 2017 08:57
If it is an occluder, it means it will occlude any object that is placed behind it (that are set as an occludee), not itself.

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Earthling45
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Posted: 28th Dec 2017 11:57 Edited at: 28th Dec 2017 13:32
Yes i understand but to clarify, the wall and bottom will be separate from the rest of the model.

Edit: I've tried it and it occludes everything which is inside.
Earthling45
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Posted: 25th Feb 2018 04:51
Help wanted

I've made a safe for AmenMoses and animated it.
To test it i've used a FPE from a door and modified it, so far so good.
But, dropping the last frame in order to prevent the flashing makes the entity disappear completely.
Random, either as soon as the animation ends, another time when i move away from the entity.

Have i forgotten something or made a mistake in the files?



In the attached file the last frame is not dropped so the flashing occurs but it won't disappear.

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GraPhiX
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Posted: 25th Feb 2018 08:19
Hi Earthling45 I have had that issue frequently lately I have posted on the GitHub about it.

Can I ask how many bones you have in that model? I have found that atm a minimum of two is required and one has to be root. I.e the outer casing try assigning all the vertices to the root bone and leave the door assigned to whatever bone you have for the animation
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OldFlak
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Posted: 25th Feb 2018 09:23 Edited at: 25th Feb 2018 10:01
Hi all

For doors just use the method Jay describes in his modelling tutorial

I have used this method for all my doors and canopies on space craft, and have no issues.

Most of my animations I have the doors separate from the frame, but my Igloo Bunker door is complete with the door frame. I can confirm that they all work perfectly in PP2

Like you I had plenty issues with this before, and this is what I do now.

Using Blender:
Example Opening and closing animation with 60 Frames:
Opening Animation:
Start the animation on frame 1 and Finish it on frame 29
Closing Animation:
Start at frame 31 (Make it the same as frame 29), and finish it on frame 59.

FPE Settings


It is important to have one empty frame between the two animations and one at the end. And if the door is attached to a frame I found having a blank frame at the start is usually also required.

Hope this helps....

Reliquia....
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Earthling45
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Posted: 25th Feb 2018 14:09 Edited at: 25th Feb 2018 17:47
@GraPhiX, 0 bones in the model.

I had this flashing last year with the doors, it was because i had not removed the last frame.
It was not necessary to add bones, after dropping the last frame it was good.
But i'm curious if they are still good so i'm going to try them and see what happens.
One thing sprung to my mind that this might be an occlusion issue, that is something i'm going to try as well.

If the bones are needed, how should i place them?

@reliquia
I have the model saved in 3ds max so i could redo the animation starting at frame 1 or 2.
Because of the problems with fine placement i've started last year with doors in a frame so they would be easily placeble by the user without having a gap or problems with the door not working.

Thanks for the link to the magnificent tutorial, that is a juwel to have. Thanks unfamillia
What pushed me away from blender last year is the scaling problem, or i've have yet to find out how to create a template and save it for use with Gameguru so that the scale is 1 on 1.

Edit: it is indeed an occlusion issue.
Why it happens after an animation? a bug maybe?
GraPhiX
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Posted: 25th Feb 2018 21:07
try this version see if its any better

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Earthling45
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Posted: 25th Feb 2018 21:43
It is an occlusion problem which can be solved by adding 'notanoccludee = 1' in the PFE.
Then if you change anim1 to = 38,63 you won't see the flashing anymore which occurs now after the animation.

I'm going to place this on Github because i think this is a bug, it should not be occluded after the animation.
GraPhiX
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Posted: 26th Feb 2018 11:55
ok glad you sorted it sorry I wasn't much help
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Earthling45
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Posted: 26th Feb 2018 13:56 Edited at: 26th Feb 2018 13:56
You help me a lot GraPhiX, thanks for your dedication.

This is one problem done, but the safe is far from finished.
Maybe i'm going to get headaches while getting it done but i intend to make it so that the numbers can be selected to enter a needed code and it would be nice if they lit up when selected.
Belidos
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Posted: 26th Feb 2018 17:43
That's actually a very old issue, it's been like that almost as long as i can remember, when you animate an object that is comprised of two or more objects without bones and use the door script, it tries to occlude itself, so you need to add notanocluder to it, it also doesn't like the first and last frames of an animation sometimes.

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