Post by mro on Oct 4, 2009 14:49:16 GMT -8
After a deep analysis (today is Sunday and I could improve) I have the solution about the shape of some *.bes.
In fact all the problems I was putting in evidence were in "importing and exporting only sophisticated objects”, like soldiers or animals… as I wrote recently, “I didn’t realise this fact previously, because I was working on squared objects like houses”.
Actually the fact did not depend on “rounded” or “squared”, but on “new” or “old” *.bes file system.
I checked a lot of VC1 *.bes files: quite all the characters and several other files are “old system 3D files, not supported by 3dsMax plugins”… I don’t know, but maybe they were created in origin, with the oldest versions, and not implemented nor updated with coming improvement of editors.
So the fact that shape problem didn’t happen with houses is only a coincidence (or it is not strictly connected with object shape): just might be that authors created all the characters at beginning and kept them unchanged.
So it’s like to say that “does not exist a really working plugin for char range of *.bes”, while of course BesImport and BesExport read the format and work.
Result is that you can import them, but, once loaded, 3dsMax doesn’t find an appropriate interface to read / process some of its values… in those cases they’re obviously applied “flat” (zero) or standard values.
For this reason the objects were good, but after “passed” through editor, were wasted… not being compatible, to use Max it’s same as cancel their properties.
If someone is interested, I have a list of values that are kept unchanged:
Unchanged:
- UVW mapping
- Bitmap / texture
- Number of poly
- Primitive shape
Lost values:
- Bevel (the edges smoothing) **
- Material properties, which is not recognized as a PteroMaterial
- As above: reflection, light, shining, etc…
(**) = my 3ds versions are in Italian, so don’t remember the exact definition in English version of “bevel modifier”: it’s not the “Mesh Smooth” (which adds faces) but the “Edge Smooth”.
Might be that this is also connected with the strange increase of vertexes / but poor result.
So I’m starting to re-smooth all characters, of course I haven’t the Ptero smoothing values per each item, so will be hard to match their standards, and remaking all with PteroMaterials.
My only remaining question is: “who made Fist Alfa added new characters, which also are not supported” which means that F.A. authors knew the standard values to apply… if I well understood, Indiglow participated as authors of some *.bes: this work should be much easier just having this source.
I didn’t check with VC2 yet, but if I’m right most probably with new edition this problem was solved.
In fact all the problems I was putting in evidence were in "importing and exporting only sophisticated objects”, like soldiers or animals… as I wrote recently, “I didn’t realise this fact previously, because I was working on squared objects like houses”.
Actually the fact did not depend on “rounded” or “squared”, but on “new” or “old” *.bes file system.
I checked a lot of VC1 *.bes files: quite all the characters and several other files are “old system 3D files, not supported by 3dsMax plugins”… I don’t know, but maybe they were created in origin, with the oldest versions, and not implemented nor updated with coming improvement of editors.
So the fact that shape problem didn’t happen with houses is only a coincidence (or it is not strictly connected with object shape): just might be that authors created all the characters at beginning and kept them unchanged.
So it’s like to say that “does not exist a really working plugin for char range of *.bes”, while of course BesImport and BesExport read the format and work.
Result is that you can import them, but, once loaded, 3dsMax doesn’t find an appropriate interface to read / process some of its values… in those cases they’re obviously applied “flat” (zero) or standard values.
For this reason the objects were good, but after “passed” through editor, were wasted… not being compatible, to use Max it’s same as cancel their properties.
If someone is interested, I have a list of values that are kept unchanged:
Unchanged:
- UVW mapping
- Bitmap / texture
- Number of poly
- Primitive shape
Lost values:
- Bevel (the edges smoothing) **
- Material properties, which is not recognized as a PteroMaterial
- As above: reflection, light, shining, etc…
(**) = my 3ds versions are in Italian, so don’t remember the exact definition in English version of “bevel modifier”: it’s not the “Mesh Smooth” (which adds faces) but the “Edge Smooth”.
Might be that this is also connected with the strange increase of vertexes / but poor result.
So I’m starting to re-smooth all characters, of course I haven’t the Ptero smoothing values per each item, so will be hard to match their standards, and remaking all with PteroMaterials.
My only remaining question is: “who made Fist Alfa added new characters, which also are not supported” which means that F.A. authors knew the standard values to apply… if I well understood, Indiglow participated as authors of some *.bes: this work should be much easier just having this source.
I didn’t check with VC2 yet, but if I’m right most probably with new edition this problem was solved.