DmitriKozlowsky Posted July 19, 2024 Posted July 19, 2024 What determines size of AI-static unit in DCS? The EDM file or size in decription.lua file? I am having an issue in this area.
tripod3 Posted July 19, 2024 Posted July 19, 2024 I use blender grid with 1 meter scale to easily adjust scale of the model. there is also scale parameter in lua but I dunno about it except weapons Mr. Croco
DmitriKozlowsky Posted July 19, 2024 Author Posted July 19, 2024 What about axis alignment. 3D DCC apps generally use Y up Z front. ED EDM Model Viewer has ability to convert GTLF to EDM. What about EDM to GTLF?
DmitriKozlowsky Posted July 19, 2024 Author Posted July 19, 2024 As size is set by EDM file, what do these lines do? GT.shipLength = 73 GT.Width = 9.6 GT.Height = 22.7 GT.Length = 7.3 GT.DeckLevel = 2.3 GT.X_nose = 61 GT.X_tail = -52 GT.Tail_Width = 15 If those units are in meters then why is the static unit appears so large in DCS? So units ins EDM and in descriptor.lua have to match up? polnocny.lua
Oban Posted July 19, 2024 Posted July 19, 2024 These numbers refer to the real sizes, and not the scale, you've overscaled in your 3d software AMD Ryzen 9 7845HX with Radeon Graphics 3.00 GHz 32 GB RAM 2 TB SSD RTX 4070 8GB Windows 11 64 bit
DmitriKozlowsky Posted July 19, 2024 Author Posted July 19, 2024 I gather that. I already fixed it. The other issue, I fixed, is orientation. Z front Y up in 3D DCC is 90 off on Y (up axis) in DCS. This is all by trial and error. Very frustrating. Its not really interactive. In livery description.lua with pointers to DDS texture maps. If texture maps are named with UDIM , that is name.001.dds, will DCS recognize that and place the map accordingly? So that UVs in EDM files can be outside standard 0,1 UV space.
Oban Posted July 20, 2024 Posted July 20, 2024 Reference textures, in liveries etc, I've used tgs's bmp's and jpegs, as well as dds's. regerence orientation, I have found that importing obj's and fbx files into 3dsmax, you need to orientate the object 90 degrees I normally have the front viewer as active, then you can easlily rotate the model so that it's facing left to right ( stern to the left, and bow to the right. AMD Ryzen 9 7845HX with Radeon Graphics 3.00 GHz 32 GB RAM 2 TB SSD RTX 4070 8GB Windows 11 64 bit
Oban Posted July 20, 2024 Posted July 20, 2024 14 hours ago, DmitriKozlowsky said: I got that! THX. So as to UDIM UVs? Not sure you mean by this? You have to assign the material to the model in the 3d software, in order for the UV-Mapping to work if you're using normal, and specular mapping AMD Ryzen 9 7845HX with Radeon Graphics 3.00 GHz 32 GB RAM 2 TB SSD RTX 4070 8GB Windows 11 64 bit
tripod3 Posted July 20, 2024 Posted July 20, 2024 (edited) Usage blender makes easier everything for newbies Edited July 20, 2024 by tripod3 Mr. Croco
DmitriKozlowsky Posted July 20, 2024 Author Posted July 20, 2024 4 hours ago, tripod3 said: Usage blender makes easier everything for newbies I use Houdini + Maya. ONly use Blender if I get Blender specific asset.
DmitriKozlowsky Posted July 20, 2024 Author Posted July 20, 2024 7 hours ago, Oban said: Not sure you mean by this? You have to assign the material to the model in the 3d software, in order for the UV-Mapping to work if you're using normal, and specular mapping UDIM is extention of UV coordinates by allowing geometry UV coordinates to resides in UV space that is higher then 1 in V (horizontal or longitudal). Naming of texture maps is changed to name.XXXX.dds . If no padding is included, like name.dds, then UDIM is default 0,1. However if name.0002.dds is used then texture map is applied to geometry outside 0,1 space in adjacent UV square. Name.002.dds is two UV squares over. Assuming tiling is disabled. This is 3D CGI advanced training. UDIM technology was invented by Weta Digital, I beleive, for LOTR , and refined for King Kong (2005), and later for Hobbit. Its standard now in gaming, AR, VR industry. It allows for many polygon groups to be in a single 3D object , and each group can take advantage of full UV space, thus full texture map. So there is no need to create ultra large 16K or above, 8K for games/realtime, texture maps. Render engines are more efficient in handling multiple lower resolution textures thenfew large ones. Results are dependant on render engine.
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