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Author
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Topic: About Strpix and MetaseqLE. (Also Lara's Ponytail Problem)
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Turbo Pascal Member Posts: 67 From: Registered: Dec 2000
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posted 08-13-2001 02:06 PM
Psiko is righ, strpix 3.5 Rev 1 has a bug that make imposible to import a model from DXF with not Layer tables on in (like from Metaseq).I fix the problem and it is availible from my web site the Revision 2. http://www.trww.com/turbo_pascal/main.htm Also, i put back the METASEQLE section with pics and instructions on what you have to do for import/export sucessful your DXF. Please read carefully all instruction. I said in my web site that there is not availible MetaseqLE at the mizno web site, but i checked today and there are 2 freewere MetaseqLE version, but i don't know if they are the version that include support for DXF files. check my web site for find the link for Mizno web site. My apologize for all those people that was trying to use Metaseq with strpix3.5 r1.
About Lara's ponytail problem. ==============================
yeap, if you export and import back Lara's head to DXF, then you will get a ponytail problem when you plain the game. This is not exactly my fault, seems that the ponytail mesh is linked hardcoded with especific vertex values in the Lara's head mesh. Because when a DXF is imported a new Vertex table is created, the same vertex values are stored but in different vertex table's index position, so he ponytail is now liked to a different position in the Lara's head. There is no way to keep the same previous vertex value position, because there is not way to know what the program is importing ( a chair, a head, a table etc) and there can be more or less vertex values now. Even i am not sure what vertex position are linked to the ponytail, so for now i don;t found a solution for this problem, sorry. Good luck.
Turbo Pascal.
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psiko Member Posts: 454 From:Rome Registered: Mar 2001
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posted 08-13-2001 07:10 PM
Thanx for this other gift, but can I bore you a little bit more? sorry if I am abusing of all your patience  but 3.5 rev1 has a sort of a "wrong approximation" for the 3D points, so when I import a dxf in a wad I get an object with some vertexs moved from the position I decided.... to solve this, I export my custom object previuosly imported, I fix it and re-import it.... the second time, I mean after the fixing, it is all fine.... is it all fixed in the rev2?... I was only asking, I understand if you cannot work again on it.... and well, I am so embaraced, but.... can't you work on that program you give some suggestion? I mean the one to import personal animations done with 3DS max in a wad which is compatible with tr4.... I have some really nice idea on how to use it.... I am sorry for asking you for this, but I think you are writing huge pages on TRLE history.... well the most important for my honest opinion. I don't know your reasons to leave us, but I think none should impose anyone to not do good things for people.... But yes, I know I am too egoistic to ask you to not leave us, anyhow I understand all the same  ------------------ | |--->> psiko <<---| | DOWNLOAD the TECHNOEGYPTIANS PORTAL http://tombraider.videogame.it/giochi/trle/livelli/tep.zip First level from "Tomb Raider A - The TechnoEgyptians" IP: Logged |
Turbo_Pascal Member Posts: 38 From: Registered: Dec 2000
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posted 08-13-2001 08:00 PM
>but 3.5 rev1 has a sort of a "wrong >approximation" for the 3D points, so when I >import a dxf in a wad I get an object with >some vertexs moved from the position I >decided....to solve this, I export my custom >object previuosly imported, I fix it and >re-import it....the second time, I mean >after the fixing, it is all fine....???!, which CAD program are you using?, i have not noted that problem, but i realy don't work with strpix3 extensive. >can't you work on that program you give some >suggestion? I mean the one to import >personal animations done with 3DS max in a >wad which is compatible with tr4.... Nope, sorry the TRviewer source code is in C++ languaje... and i only work with Object Pascal languaje, This mean that i hate C++ with all my soul. :-) I suggest to use TRviewer with TR3 files to export/import the models to 3d studio max, then use Tr2wad for build the WAD. >I have some really nice idea on how to use >it.... I am sorry for asking you for this, >but I think you are writing huge pages on >TRLE history.... well the most important for >my honest opinion Oh, don't worry, Michael is doing great stufs, also you have Sage of Times's promess for somthing realy revolutionary a awesome, (whatever what it is). Thank you very much for you kind words, i am not leaving to nobody, it is just that i am dreaming i my own Unoficial Level editor even one year before the oficial come, so i am very interested in continue working on this Tr1-TRc level editor. see you, i will keep in touch. TP. IP: Logged |
username2 Junior Member Posts: 17 From:glasgow Registered: Aug 2001
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posted 08-13-2001 08:18 PM
Just to say version 3 of stripix was working fine for me but now the wads appear with some wrong textures and quite a few anomalies, it used to work fine i chnged all of laras features. Is this version an update of version 3. Sorry to be a bummer. Apart from the quirks i think that stripix is pure genius.IP: Logged |
psiko Member Posts: 454 From:Rome Registered: Mar 2001
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posted 08-13-2001 08:41 PM
Anyhow I use rhino 3D.... and I used before with previous versions of strpix and it was fine.... well it is fine even right now, only sometimes (but really only sometimes) I have to export and fix and re-import again....turbo, let's say all.... I don't know a line of programming, but I am a sort of a professionist for the CAD programs... (well I had to come back and "study" how objects with little number of polygons work properly).... so I need a user-friendly program to import the animations like the genial strpix I really don't know how to use other programs but strpix and trwest  well except photoshop and rhino and autocad and archicad, etc, etc.... but, ask me to try to understand what a code slot for an animation is, and I will crash with a mortal blue screen  So.... if you really can't build it from the beginning (avoiding the trviewer passage) I accept... but I am really sorry  I hope that with you unofficial editor we will be able to import new meshes with strpix... as at least I will use remeshed objects from trc for the animations I need.... But for the rest of my life I will be a little bit sorry  ok, ok, I won't insist anymore  ------------------ | |--->> psiko <<---| | DOWNLOAD the TECHNOEGYPTIANS PORTAL http://tombraider.videogame.it/giochi/trle/livelli/tep.zip First level from "Tomb Raider A - The TechnoEgyptians" IP: Logged | |