Beiträge von Enzojz

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    @Thommi01


    Never mind, the my script are free of use like always, just mind do not make conflicts, or works directly as a base (in general, all layouts from my stations are generated by my stationlib.lua and a customized script takes into underground or overground)



    I think also the enrty to my elevated station and underground station looks poor, need to be decorated.

    in "indices" section there are an error: there are two uv0s, the second should be uv1


    in vertexAttr, uv1 exists always, since I put it there, but if the count is not 0, that means there's really a uv1 there...I have tested it models with only uv0, it doesn't cause a crash


    however, what lead to crash is the texture path, check if it's correct, currently you need to added the path by yourself

    @Skiwee


    I will upload a version support uv1 tonight but I won't be able to test it....I hope you can try it.


    But I don't know if it works correctly with other format than ASE, since the local transforms are yet counted as I tested with FBX it produces correct model but in wrong position, so perhaps some other works need to be done. But you are welcomed to make suggestions.

    To resolve the problem mentioned in this topic
    TFMC Source Code?


    I got look into the source code of TPMC, and finally rewritten a convertor of my own


    The link is here:
    TpFMC


    It's very early dev so some functions are not there, but at least it can do one thing neither TPMC nor TPC does: batch conversion from a single file.


    You are welcomed to test it.


    In priori, the tools fits ASE format, but it doesn't reject 3DS, OBJ, and FBX2013, but I just don't guarantee the result.

    This two following case will crash if your station:


    Zitat

    - There must be a path from at least one person node of the source terminal to at least one person node of the destination terminal.
    - The path must be shorter than 350m


    So all terminals in a station need to have at least a path to any other terminal, and this path need to be less than 350m


    The reason why my underground station crashes when have 2 and 3 levels is now known.


    UG told me in the next patch 350m will be 700m

    Ok, with ASE format and TFMC it works. I seems be a bug from obj exportor of 3dsmax, don't know exactly what the problem is, since when I open the obj files it's fine.


    The interesting thing of exported ASE format is it uses local coordinate instead of world coordinate, so extra displacement could be simply avoided.


    Now it's almost sure I will write my own converter :D



    @Kiwi-NZ


    I get rid of texture just to better check the normal, if I add textures, the situation is even worse, since the AO rendering is all wrong caused by the fautly normals..


    It seems be a bug with obj exportor of 3dsmax, with ase format and TPMC, it works well

    use lanesutil.lua to make edges is a quicker and safer way, it has a third parameter lanewidth, but you can ignore it for edges.


    if it crashes, it's probably snapNode thing.


    Don't specify a snapNode where have internal connection in edgeList


    Then, everything counts from 0 not 1

    @Kiwi-NZ


    I am using the same setting but it doesn't work correctly


    This is my model



    This is the problem:


    The top passage is made by two components side by side, one is the Y flipped of another, or 180 rotated(I have tried either), but as you can see clearly, one side is not coherent on shadow with another, an neither is coherent with the walls.




    If I show you another side, you can see the up face is rendered as if it were X/Z exchanged



    And if I rotated the whole object





    The following are result with TFMC, not correct neither



    This seems to be a configuration problem. Try using the parameters /flip and /X -X.

    No, /flip doesn't solve the problem.


    I have just look into the code of tfmc, if I skip axis swapping, it will just write into blob raw vectors, and the output is ok.


    I find the conversion is quite simple, maybe I will write my own convertor in f# :D


    ---------------


    I did some further test, it seems TFMC doesn't output correct result neither.

    There's a bug with TFC:


    on 3dsmax output obj files, the normal are not correctly oriented, it seems the Y and Z are always flipped, X is always inverted, this is not the case on TFMC.