=rk=
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Updates on K-Max, still chugging away, the little engine that could..I've discovered some sort of gremlin that I think arises from a clash between 3ds Max and the Asobo exporter, either that or 3ds Max is just extremely unstable. I know it's not just me because I have caught the Console reporting errors in Klingonese. This because I violated the prime directive of using texture dimensions that could not be halved into whole numbers twice.
I've been working on implementing lights, reworking animations and basically dinking around the edges of the gremlin trying to figure out how long its claws are.
Most recently I replaced the green polygon windshield with Asobo window material to get the dirt effects and that has been fairly hit and miss. Not as sparkly but still tinted plus I get bug splatters and the water runs down the glass - not across, since it's a rotorcraft so that's cool.
Currently the gremlin is refusing to export the cabin ceiling. I've already replaced it several times, flipped normals, gone back to a previous build that I know works - this instead of moving on to other things. I finally got it to work by breaking the entire cabin as a single node, into two nodes - a completely non linear solution to a problem that shouldn't even exist, but generally I have found that when the gremlin appears, adding model complexity, as opposed to reducing it, appeases the little cutie.
Anyway, as to the glass itself, Asobo declares specific vertex colors for each of dirt, scratches and fingerprints and they are set aside in RGB color channels the same way comp textures are constructed. I thought it might be nice to get a few scratches on the windshield, that is vertex color red, which is all I used, fingerprints are vertex color blue and they're smeared all over the windshield so, work in progress.
Really all that is left are the gauges, getting them all plugged in and wired up and for that I'm still trying to assimilate the whole Templates/Behaviors system; that and tuning in the suspension, flight dynamics, etc and finally moving on to testing if I can incorporate a reasonably convincing Bambi Bucket. I've got some ideas but until the thing can actually fly, they're just whatifsimisms.
I've been working on implementing lights, reworking animations and basically dinking around the edges of the gremlin trying to figure out how long its claws are.
Most recently I replaced the green polygon windshield with Asobo window material to get the dirt effects and that has been fairly hit and miss. Not as sparkly but still tinted plus I get bug splatters and the water runs down the glass - not across, since it's a rotorcraft so that's cool.
Currently the gremlin is refusing to export the cabin ceiling. I've already replaced it several times, flipped normals, gone back to a previous build that I know works - this instead of moving on to other things. I finally got it to work by breaking the entire cabin as a single node, into two nodes - a completely non linear solution to a problem that shouldn't even exist, but generally I have found that when the gremlin appears, adding model complexity, as opposed to reducing it, appeases the little cutie.
Anyway, as to the glass itself, Asobo declares specific vertex colors for each of dirt, scratches and fingerprints and they are set aside in RGB color channels the same way comp textures are constructed. I thought it might be nice to get a few scratches on the windshield, that is vertex color red, which is all I used, fingerprints are vertex color blue and they're smeared all over the windshield so, work in progress.
Really all that is left are the gauges, getting them all plugged in and wired up and for that I'm still trying to assimilate the whole Templates/Behaviors system; that and tuning in the suspension, flight dynamics, etc and finally moving on to testing if I can incorporate a reasonably convincing Bambi Bucket. I've got some ideas but until the thing can actually fly, they're just whatifsimisms.