My 1st Fighter and a Problem
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- Confed Special Operative
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My 1st Fighter and a Problem
OK, i made my first Fighter today. It is not finished yet, i have to change some details. Moreover, i got a problem: when i try to export the imagemap, Wings crashes. On a simple Model it works. Maybe the area where the cannons come out of the ship is too complicated for a texture-map.
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I was sure i forgot something
I got the newest version of Wings 0.98.10d running on Win2000 with SP3.
When i choose "continue by --> Unfolding" I see only the error message
I got the newest version of Wings 0.98.10d running on Win2000 with SP3.
When i choose "continue by --> Unfolding" I see only the error message
But i finally managed to export and import the map.Dump written 2003-6-14_0-27
Window: geom
Crashed in:
{crash,{badarith,[{e3d_mat,rotate_s_to_t_1,2},
{auv_seg_ui,seg_map_chart,6},
{wings_wm,handle_event,3},
{wings_wm,send_event,2},
{wings_wm,do_dispatch,2},
{lists,foreach,2},
{wings_wm,'-redraw_all/0-anonymous-2-',1},
{lists,foreach,2}|
more]}}
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There was an error when unfolding a UV map??
I think I had that kind of problem before...
Here are two methods when you get this error:
1. Goto Body mode by pressing "B".. Select the entire mesh, right click and then select "Clean Up".
2. Try doing a simple test UV by going to Segmentation By > Projection and unfold.. If you still get this error, go back to body mode and select the entire mesh.. Then don't touch anything and switch to vertex mode or pressing "v".. Finally, press the "c" button. You have to still do the clean up command on the model before you do that..
And hopefully the error will go away..
I think I had that kind of problem before...
Here are two methods when you get this error:
1. Goto Body mode by pressing "B".. Select the entire mesh, right click and then select "Clean Up".
2. Try doing a simple test UV by going to Segmentation By > Projection and unfold.. If you still get this error, go back to body mode and select the entire mesh.. Then don't touch anything and switch to vertex mode or pressing "v".. Finally, press the "c" button. You have to still do the clean up command on the model before you do that..
And hopefully the error will go away..
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Keep in mind the "continue by >> unfolding" does not ACTUALLY unfold the faces in the strictest sense. It uses some other algorithm that creates an effect that is adequate most of the time. But it is not a true sheetmetal-like unfolding (called a development).
There's a few posts discussing this somewhere in here on the Wings forum...that link should take you to the correct page...
On the ship I'm working on right now, the "unfolding" algorithm for some reason cannot unfold the shape to anything that is even close to being an appropriate shape -- maybe your ship is just an even more extreme example of the need for a true unfolding algorithm.
I think someone's working on it but I don't know how it's going.
You may have to settle for projection for the time being.
-pincushionman
There's a few posts discussing this somewhere in here on the Wings forum...that link should take you to the correct page...
On the ship I'm working on right now, the "unfolding" algorithm for some reason cannot unfold the shape to anything that is even close to being an appropriate shape -- maybe your ship is just an even more extreme example of the need for a true unfolding algorithm.
I think someone's working on it but I don't know how it's going.
You may have to settle for projection for the time being.
-pincushionman
Conquer space!
-pincushionman
---------------------------------------
Kansas really is flatter than a pancake!
http://www.improbable.com/airchives/pap ... ansas.html
-pincushionman
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Kansas really is flatter than a pancake!
http://www.improbable.com/airchives/pap ... ansas.html
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I think that Wings doesn´t really know how to unfold models at a certain complexitivity.
i tried to assign the segments manually but that never worked. After that i tried it with an earlier version of my fighter and after doing some simplifications i managed to get an imagemap that i can use.
Maybe this will be a "civil" version or a little scout. Or i will add a cannon.
Next step will be texturing after Weekend. I know Photoshop but i have absolutely no idea about texturing. But i found a way to create cool cannons or turbines:
i tried to assign the segments manually but that never worked. After that i tried it with an earlier version of my fighter and after doing some simplifications i managed to get an imagemap that i can use.
Maybe this will be a "civil" version or a little scout. Or i will add a cannon.
Next step will be texturing after Weekend. I know Photoshop but i have absolutely no idea about texturing. But i found a way to create cool cannons or turbines:
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it might boost your polycount. Don't you thing you should fill the little holes in your guns? a black dot instead and you will gain 8 polygon per hole, then, in your case, 64 polys, and after, on "round" part , you should erase the vertices: you got something like this: / | \
__|__
\ | /
(not really good ascii art )
if you erase middle vertices, you will go from 4 polys to 1, which will give you a total of 24*4=96 polygons less
For now we have removed 96+64 polys= 160 polys: nice beginning
and to finish: the antenna in the nose: you might use a cylinder with only 4 or 6 faces, you won't notify any differences but polycount will decrease. I'm not currently behind my computer, but if you want more explanations I should send you some screenshots, or post how to low poly modelling, or low poly tips in the wiki
__|__
\ | /
(not really good ascii art )
if you erase middle vertices, you will go from 4 polys to 1, which will give you a total of 24*4=96 polygons less
For now we have removed 96+64 polys= 160 polys: nice beginning
and to finish: the antenna in the nose: you might use a cylinder with only 4 or 6 faces, you won't notify any differences but polycount will decrease. I'm not currently behind my computer, but if you want more explanations I should send you some screenshots, or post how to low poly modelling, or low poly tips in the wiki
I see dead polygons....
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THX for the tips. I already thought that there are too many details, but that ship was just an experiment to test what i could do with wings-3D.
I modified the "Civil" ship and made one ship that looks as if it´s much faster:
Moreover i made a version with 2 cannons:
Unforunately, i wasn´t able to produce textures that didn´t look badly. Maybe someone wants to texture the model?
I modified the "Civil" ship and made one ship that looks as if it´s much faster:
Moreover i made a version with 2 cannons:
Unforunately, i wasn´t able to produce textures that didn´t look badly. Maybe someone wants to texture the model?
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Try this site:
http://sourceforge.net/project/showfile ... _id=165451
hopefully I'll find a way to import the model textures in the latest version of wings but for now...
Here is the previous versions of wings.
http://sourceforge.net/project/showfile ... _id=165451
hopefully I'll find a way to import the model textures in the latest version of wings but for now...
Here is the previous versions of wings.
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That's the way to link (making an external texuremap it into wings (not saved in the ".wings"-file), though it also exports the image.etheral walker wrote:right clic on the img in outliner windows, make external
To "only" export it select the Export point in the same menu
Pontiac
PS: updated the "guidelines for useable textures" in the Texturing Howto