Upspring 1.54
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I was just asking. Kind of figured the s3o format didn't depend on exact shapes or sizes of texture map areas, so figured it was possible to use simple squares. Heck, even if the texturemap was broken up into a "tile" format of uniform dimensions, say 16x16 pixels, it wouldn't be tough to convert alot of old TA textures over. By using uniform sizes it would help in tile rotation within the texture, too.
Lighting, ja!Argh wrote:You mean "lighting", not "lightning", yes? And is this true if you back away with the camera (i.e., zoom out) or only when you remain at default zoom? This is probably a very simple issue about how far away the lightsource that is tied to the camera is- it's probably too close to the camera right now.
I suspected the light source to be tied to the camera but this wasn't the case so zooming out did nothing but zoom out.
Something that might be worth looking into as the basis for a 3do-->s3o converter is the 3do milkshape plugin, or the old 3ds max 3do plugin (I don't know where that is though). Here's the author's description of the milkshape one:
The plugin for Milkshape (milkshape can be downloaded on a trial version if you want to test it)
http://visualta.tauniverse.com/Download ... porter.zip
Source code:
http://visualta.tauniverse.com/Download ... Source.zip
3do to MS3d importer
Can't render easily those beautiful build pic for your units because the SY plugin for 3do files is only for 3d studio max and not YOUR favorite modeling package? Well this little plugin here is the solution to all your problems and more! It allows you to import a .3do unit to Milkshape 3d with full texture and full bone structure, ready for animation or rendering. It will also make you more popular with girls. (Note : results may vary)
"But Dark Rain" you ask, "how is this different from the 3ds max gig?". It's simple, Milkshape 3d is very cheap, only 20.00$, it's also a very small download (3mb) and you can export or import to or from pretty much any format out there, which allows you to use your favorite rendering package.
The plugin for Milkshape (milkshape can be downloaded on a trial version if you want to test it)
http://visualta.tauniverse.com/Download ... porter.zip
Source code:
http://visualta.tauniverse.com/Download ... Source.zip
Upspring 1.53
- Added 3DO to S3O converter. Colored faces do not work yet, and DevIL reduces image quality, but it might still be useful if you want to retexture an old 3DO model.
http://user.supradigital.org/jcnossen/U ... r-1.53.exe
Open a 3DO, go to the Mapping tab, and in the 3DO section is a button to convert. Be sure to put the s3o rendering mode on "Texture1 color" afterwards, because there is no teamcolor and texture 2 support.
- Added 3DO to S3O converter. Colored faces do not work yet, and DevIL reduces image quality, but it might still be useful if you want to retexture an old 3DO model.
http://user.supradigital.org/jcnossen/U ... r-1.53.exe
Open a 3DO, go to the Mapping tab, and in the 3DO section is a button to convert. Be sure to put the s3o rendering mode on "Texture1 color" afterwards, because there is no teamcolor and texture 2 support.
Is there any way to rotate a single 3do texture by quarter turns? Otherwise this is kickass!!
I have to say the s3o texture map is coming out to be quite not a problem on these conversions. I wouldn't doubt most OTA units convert to s3o in 256x256 texture map exports.
Edit: Okay, it does rotate the texture by 90 degrees per click, but the change doesn't display until its re-converted 3do-->s3o. I can live with that.
I have to say the s3o texture map is coming out to be quite not a problem on these conversions. I wouldn't doubt most OTA units convert to s3o in 256x256 texture map exports.
Edit: Okay, it does rotate the texture by 90 degrees per click, but the change doesn't display until its re-converted 3do-->s3o. I can live with that.
I have been able to repeat a crash in the program with this ati9800 card. After around thirty refreshes of 512x512 texture maps in the 3do-->s3o conversion, the videocard crashes mercilessly. I have to reboot every time to fix it. Is it possible because its consuming the entire texture memory?
Its not a big deal except when working with a lot of edits on a retexture. But if it was possible to prevent that would be great.
Its not a big deal except when working with a lot of edits on a retexture. But if it was possible to prevent that would be great.
jc, when converting 3do textures there is a funny thing that goes on with the DevIL part. Using a small uv map size delivers very little dumbing down of the texture whereas a large uv map kills all granularity of the texture. That is as the uv map is defined larger the amount of wasted space actually grows due to DevIL rendering the individual 3do texture boxes smaller, not relative but actually smaller. Kind of counterintuitive.