brilliant! thanks a lot for writing that up. i went to check the links at work and did some more reading just now. the gpl++ site seems to be quite good, especially as he is exactly doing what i have been thinking about. he has the example of the old single part dash vs the new one two part one. i've given it a quick go, and managed to get a result of the sort i was looking for. just very quick and dirty. actually i did that after reading your post and the .3do texts on guru's page.
and regarding the uvw mapping. that seems pretty straightforward actually. after all it is just math if you think about it. but then again, maybe not, as some parts are quite heavily distorted via the original texture. like for example the rivets holding the windshield up are rather small near the outer ends of the glass, whereas the further away rivets are bigger. in the original texture they were the same size, so i had them enlarged for the parts nearer to you so that they actually look somewhat nearer in size then originally.
also great many thanks for the keyboard shortcuts and what to find and where. without help i'd be lost there.
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']We are working on canam '71, '66, sportscars '67 etc.. with 3dsmax convert to sliced ase files. process it through ase23do and build the blocks together again as a complete car
The parts fit in a car 3do as external called 3do objects which makes it possible to arrange them around the driver and wheels.[/quote]
see that's an idea i had as well. replace parts by moving them into external files that can be created from scratch and be textured at will and way easier than trying to squeeze bits and pieces into the original file and getting lost in the process.
sportscars 1967 has me itching with anticipation already
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']Here's a site that has some info on editing: [url="http://www.gplpp.com/"]GPL++[/url] Look under howto for several hints.
For an explanation on 3do's and the node types:[url="http://www.vanwall.eclipse.co.uk/gplediting/"]Guru's site[/url] & [url="http://gplea.rscsites.org/tools/ase23do/3dodummies.htm"]3do Tutorial[/url][/quote]
as said above. thanks alot! i remember gpl++ from some years ago, the ronnie peterson picture stuck - and the color scheme. so yep, now they are bookmarked again and i will save them for offline browsing, just in case.
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']I'm afraid trackside objects have more info than car 3do's (there are still some unknown matters in this area)
And be prepared to invest lot's of time..
trackside objects will be considered at some point later
. first i need to do a fair few trials with what i'm learning right now to see if i really understand what i am doing.
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']choose:Flavor 0x81b Flat Polygon) This new polygon will automatically have 4 vertices which will use vertice numbers 0 to 3. You can change the vertice numbers after you have added the new vertices. Since you are working on the needles you don't need to worry about visibility planes because you are only looking at them from one static point.[/quote]
the visibility planes were the part where my head started spinning at work
. i think i get what they are used for but i need to do some sketching and testing to see if i (really) got it. and anyway, i doubt i got half of what all those texts said. so practice will show where i lack in understanding
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']I'm sorry, i must have confused you with this reply (was at work so i had to guess it a bit )
See attached image (3do-tree) The 3do tree (PRIM) contains all nodes with their polygons and other stuff for a car. The trees below the 3do tree contain referrals to the special nodes (gauges, driverhead etc..)
If you edit something in those nodes the PRIM 3do tree will expand after the change. Typing the tree no# after pressing F3 will also expand the PRIM 3do tree at the position were that specific node resides in the car 3do tree.[/quote]
no worries. i'm greatful for anything! even if i don't get it at first
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']The nodes are in:
F3 + [1abc0] = right side
F3 + [1ad34] = left side
Both have 5 polygons which are shaped in a quarter of a circle (not quite but you get the picture
Doubleclicking them should make them editable but that has no point imho.
What's needed is several extra polygons. However that implementing means you also need to change the mipmapping (the left bottom part in the polygon edit menu) Not an easy task..[/quote]
ah, brilliant, and i found some more fglass elements as well. those above are the center parts, then there is an additional group of polies on the left and right side. the contain the ending parts of the glass. actually the entire windscreen is made of a U shape. like two joined L's pretty straight affairs, not really that curved really. just appears that way in game while driving
the other two are
[1b520] = left outer end
[1b650] = right outer end
[quote name='MECH' post='32324' date='May 25 2009, 08:52 PM']I'm not sure there is a helpfile ever made. I learned most of the stuff with help of others or by just trying
P.S. F3 & typing 1aa2c gives all the gauge nodes for the lowwing fez cockpit
Note: Always make a backup of the 3do your editing. GPLTrack editor has a nasty way of messing things up.
For example if you add a node it might be neccessary to fill one child otherwise the 3do will get distorted
oh i learned the backup lesson well
i'm working in two different directories, one containing the original backups, the other a set of wip things and then there's the actual gpl folder where, by simply deleting the .3do or .mip file you can revert to the originals stored in the .dat
seems that they have all the dials in the car, but not used every single one of them, hm