Jump to content
Sign in to follow this  

Recommended Posts

Hey there,

for some time I'm trying to learn Blender to finally create own models one day. While some things are quite easy to achieve, others give me headache... So are there others around, that play around with Blender and try to be creative? ;) Maybe we can share our knowledge and help each other out with tips, hints and so on.

A first problem, that I'm fiddling with atm and that I don't really get:

Wing was smoothed and Autosmooth is set to 60°. After cutting the Slats out, the leading edge of the slat is still smoothed, while the wings leading edge isn't anymore. What can I do, to get rid of this?

Autosmooth.jpg.5b2caae4e8c98a04af29adba453cee94.jpg

  • Like 2

Share this post


Link to post
Share on other sites

maybe there is more than one vertex on both ends of that edge? 

not Blending myself but trying to help 

  • Thanks 1

Share this post


Link to post
Share on other sites

I would like to learn Blender but above all time is missing ! 

Two years ago I bought a book (in french) about Blender... :heat:

 

 

  • Like 2

Share this post


Link to post
Share on other sites

in 3ds max sometimes the mesh when cut \ detached loses the smooth values....try resmooth the wing...using same values also check that when you cut it ,sometimes it leaves vertices that werent original...match up vertices and if any stray ones...weld them to the one nearest which is in proper place

  • Like 1

Share this post


Link to post
Share on other sites

Thanks guys! I clean up everything regularly to remove leftover or double vertices - a very good hint in general!

The solution was simple - I moved the vertex on the red stripe a tiny bit aft and it was smoothed again and then I did the same with the vertex on slat to line everything up again.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By mue


      View File LOD Exporter for Blender
      I tried to implement the exporter only based on the information I found by investigating LOD files. I'm not a 3D Modeler myself. I only tested the exporter with rather simple object (hierarchies).
      The bottom line is that I have no idea if the exporter works for you. So please give feedback.
      Note: This plugin requires blender version 2.78 or 2.79. It is not compatible with blender versions 2.8+.
      1.) Installation
      Open the Blender User Preferences - Add-ons Tab
      (File -> User Preferences... -> Add-Ons)
      Click "Install from File..."
      Browse to and select the exporter python script "io_export_sf2_lod.py"
      Click "Install from File..." (or double click on the script name)
      In the Add-Ons Tab under Supported Level select Testing and enable "Import-Export: Strike Fighters 2 LOD Exporter"
      The LOD exporter is now installed and enabled. Under File -> Export you should see the menu item "Strike Fighters 2 LOD (.lod)". It's greyed out until an exportable object is selected.
      2.) Usage
      Select the object you want to export and click File -> Export -> Strike Fighters 2 LOD (.lod)
      The file browser opens. In the lower left area you see the LOD exporter options:
      -enable/disable writing the out file (text file with information about the exported object(s)).
      -enable/disable animation export
      -allow decals:
          This option is similar to the option in the original TW-Exporter: "Exporting using AllowDecals=0 causes the vertex to be shared, so it can reduce the size of the .LOD but also causes decals to "bleed" along the edges."
          This dialog setting is used as default for all objects to be exported. However, it can be overwritten by each individual object via the custom object property "AllowDecals" = 0(false) or 1(true)
      The selected object and all child objects are exported.
      Two custom object properties are supported by the exporter:
          -AllowDecals = 0 or 1, This option is similar to the option in the original TW-Exporter: "Exporting using AllowDecals=0 causes the vertex to be shared, so it can reduce the size of the .LOD but also causes decals to "bleed" along the edges."
          -UseFlatNormal = 0 or 1, if set to 1 then all vertex normals are pointing straight up (normal = (0,0,1)) in the objects local coordinate system.
      Please note!
       
      The objects must meet the following requirements:
      -No scaling in the Transform Properties allowed (that means: scale x = y = z = 1.0). If your object has scaling, it should be applied to the mesh (Ctrl-A)
       Scaling is only allowed for animations.
      -A material must be assigned to the object. Only the first material of an object is exported.
      The following material parameters are exported:
          -Diffuse Color (the lod file format also contains ambient color. Currently the exporter set ambient color = diffuse color)
          -Specular Color
          -Specular Intensity
          -Specular Hardness (I think in 3ds Max it's called glossiness)
          -if "Shading -> Emit" > 0.0 then self illumination is enabled
          -Transparency (if transparency is enabled, then the object doesn't cast and doesn't catch shadow. if transparency is disabled, then the object cast and catch shadow. The specific LOD format version the exporter writes, doesn't support arbitrary cast/catch shadow combinations. The other LOD formats I don't understand enough (yet). Sorry!)
          -Alpha
          -Mirror Reflectivity
          -Diffuse texture image name (as diffuse texture the exporter uses the texture where "Influence -> Diffuse -> Color" is enabled)
          -Normal map texture image name("Influence -> Geometry -> Normal" is enabled and the Normal value is also exported)
          -Specular map texture image name("Influence -> Specular -> Intensity" is enabled)
          -Normal and specular map can only be used together with a diffuse map. (If I exported a normal or specular map without diffuse map, then the LOD wasn't shown in the game or the game crashed. I don't know why...)
          
      Animation Export:
          
          This exporter supports the following object animation types: location, rotation and scaling.
          Frames 10, 20, 30, ..., 100 are exported as animation 1
          Frames 110, 120, 130, ..., 200 are exported as animation 2, ...

      3.)Credits:
      Thanks to logan4 and angelp who provided me with specific lod files that helped me to understand the lod file format better.

      4.)Changelog:
      Version 0.1:
      -initial release
      Version 0.2:
      -bugfix: didn't work in blender version 0.79
      Version 0.3:
      -animation support
      -added custom object properties: "AllowDecals" and "UseFlatNormal"
      Submitter mue Submitted 04/30/2018 Category Utilities / Editors  
    • By mue
      I tried to implement the exporter only based on the information I found by investigating LOD files. I'm not a 3D Modeler myself. I only tested the exporter with rather simple object (hierarchies).
      The bottom line is that I have no idea if the exporter works for you. So please give feedback.
      Note: This plugin requires blender version 2.78 or 2.79. It is not compatible with blender versions 2.8+.
      1.) Installation
      Open the Blender User Preferences - Add-ons Tab
      (File -> User Preferences... -> Add-Ons)
      Click "Install from File..."
      Browse to and select the exporter python script "io_export_sf2_lod.py"
      Click "Install from File..." (or double click on the script name)
      In the Add-Ons Tab under Supported Level select Testing and enable "Import-Export: Strike Fighters 2 LOD Exporter"
      The LOD exporter is now installed and enabled. Under File -> Export you should see the menu item "Strike Fighters 2 LOD (.lod)". It's greyed out until an exportable object is selected.
      2.) Usage
      Select the object you want to export and click File -> Export -> Strike Fighters 2 LOD (.lod)
      The file browser opens. In the lower left area you see the LOD exporter options:
      -enable/disable writing the out file (text file with information about the exported object(s)).
      -enable/disable animation export
      -allow decals:
          This option is similar to the option in the original TW-Exporter: "Exporting using AllowDecals=0 causes the vertex to be shared, so it can reduce the size of the .LOD but also causes decals to "bleed" along the edges."
          This dialog setting is used as default for all objects to be exported. However, it can be overwritten by each individual object via the custom object property "AllowDecals" = 0(false) or 1(true)
      The selected object and all child objects are exported.
      Two custom object properties are supported by the exporter:
          -AllowDecals = 0 or 1, This option is similar to the option in the original TW-Exporter: "Exporting using AllowDecals=0 causes the vertex to be shared, so it can reduce the size of the .LOD but also causes decals to "bleed" along the edges."
          -UseFlatNormal = 0 or 1, if set to 1 then all vertex normals are pointing straight up (normal = (0,0,1)) in the objects local coordinate system.
      Please note!
       
      The objects must meet the following requirements:
      -No scaling in the Transform Properties allowed (that means: scale x = y = z = 1.0). If your object has scaling, it should be applied to the mesh (Ctrl-A)
       Scaling is only allowed for animations.
      -A material must be assigned to the object. Only the first material of an object is exported.
      The following material parameters are exported:
          -Diffuse Color (the lod file format also contains ambient color. Currently the exporter set ambient color = diffuse color)
          -Specular Color
          -Specular Intensity
          -Specular Hardness (I think in 3ds Max it's called glossiness)
          -if "Shading -> Emit" > 0.0 then self illumination is enabled
          -Transparency (if transparency is enabled, then the object doesn't cast and doesn't catch shadow. if transparency is disabled, then the object cast and catch shadow. The specific LOD format version the exporter writes, doesn't support arbitrary cast/catch shadow combinations. The other LOD formats I don't understand enough (yet). Sorry!)
          -Alpha
          -Mirror Reflectivity
          -Diffuse texture image name (as diffuse texture the exporter uses the texture where "Influence -> Diffuse -> Color" is enabled)
          -Normal map texture image name("Influence -> Geometry -> Normal" is enabled and the Normal value is also exported)
          -Specular map texture image name("Influence -> Specular -> Intensity" is enabled)
          -Normal and specular map can only be used together with a diffuse map. (If I exported a normal or specular map without diffuse map, then the LOD wasn't shown in the game or the game crashed. I don't know why...)
          
      Animation Export:
          
          This exporter supports the following object animation types: location, rotation and scaling.
          Frames 10, 20, 30, ..., 100 are exported as animation 1
          Frames 110, 120, 130, ..., 200 are exported as animation 2, ...

      3.)Credits:
      Thanks to logan4 and angelp who provided me with specific lod files that helped me to understand the lod file format better.

      4.)Changelog:
      Version 0.1:
      -initial release
      Version 0.2:
      -bugfix: didn't work in blender version 0.79
      Version 0.3:
      -animation support
      -added custom object properties: "AllowDecals" and "UseFlatNormal"
    • By mue
      This is the first release of the LOD Exporter for blender.
      A main reason for this release is to get feedback / bug reports from you users (3D Modeler). I'm not a 3D Modeler myself. I only tested the exporter with rather simple object (hierarchies). I tried to implement the exporter only based on the information I found by investigating LOD files. Thanks again to logan4 and angelp who provided me with specific lod files that helped me to understand the lod file format better.  
      The Bottom line is that I have no idea if the exporter works for you. So please give feedback.
      The Exporter Script: Update: The latest version can be found in the download section: https://combatace.com/files/file/16747-lod-exporter-for-blender/

      1.) Installation
      Open the Blender User Preferences - Add-ons Tab
      (File -> User Preferences... -> Add-Ons)
      Click "Install from File..."
      Browse to and select the exporter python script "io_export_sf2_lod.py"
      Click "Install from File..." (or double click on the script name)
      In the Add-Ons Tab under Supported Level select Testing and enable "Import-Export: Strike Fighters 2 LOD Exporter"
      The LOD exporter is now installed and enabled. Under File -> Export you should see the menu item "Strike Fighters 2 LOD (.lod)". It's greyed out until an exportable object is selected.
      2.) Usage
      Select the object you want to export and click File -> Export -> Strike Fighters 2 LOD (.lod)
      The file browser opens. In the lower left area you see the LOD exporter options. Currently there is only one option: enable/disable writing the out file (text file with information about the exported object(s)).
      The selected object and all child objects are exported.
      Please note!
       
      The objects must meet the following requirements:
      -No scaling in the Transform Properties allowed (that means: scale x = y = z = 1.0). If your object has scaling, it should be applied to the mesh (Ctrl-A)
      -A material must be assigned to the object. Only the first material of an object is exported.
      Only the following material parameters are exported:
          -Diffuse Color (the lod file format also contains ambient color. Currently the exporter set ambient color = diffuse color)
          -Specular Color
          -Specular Intensity
          -Specular Hardness (I think in 3ds Max it's called glossiness)
          -if "Shading -> Emit" > 0.0 then self illumination is enabled
          -Transparency (if transparency is enabled, then the object doesn't cast and doesn't catch shadow. if transparency is disabled, then the object cast and catch shadow. The specific LOD format version the exporter writes, doesn't support arbitrary cast/catch shadow combinations. The other LOD formats I don't understand enough (yet). Sorry!)
          -Alpha
          -Mirror Reflectivity
          -Diffuse texture image name (as diffuse texture the exporter uses the texture where "Influence -> Diffuse -> Color" is enabled)
          -Normal map texture image name("Influence -> Geometry -> Normal" is enabled and the Normal value is also exported)
          -Specular map texture image name("Influence -> Specular -> Intensity" is enabled)
          -Normal and specular map can only be used together with a diffuse map. (If I exported a normal or specular map without diffuse map, then the LOD wasn't shown in the game or the game crashed. I don't know why...)
          
      The exporter supports no animation yet
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..