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I can now reskin any shape that already has a texture file..
https://jkpeterson.net/forum/viewtopic.php?f=6&t=1162
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Author:  CAG Hotshot [ Fri Apr 16, 2004 16:07 pm ]
Post subject:  I can now reskin any shape that already has a texture file..

THis means I can now change the way that any shape uses its associated skin files...

The shapes that have the low grade 'overlap' cammoflauge effects, I can now alter these to a more detailed skin by changing the way the shape writes the skin file to itself and expanding the skin file and segmenting it to specific areas at a higher resolution, like on the F-4J or the MiG-21F models. The 'overlay' models simply stretch a small block of area on the skin file to cover all the polygons on the upper surfaces of the shape. I can now change this so the shape file uses a larger *new* area of the skin file added to the bottom of the old skin where I will create new texture panels for each segment of the shape(wings, fuselage, tail fin, etc) with high detail to improve the overall appeal of the shape file.

This wil mean that many of the shapes in FA can be used in FAF with a major improvment in skin detail and associated realism to improvbe on the 'immersion' effects of the libraries...

The amount of information I have learned on the shape files in FA could fill volumes and all the editing can only be accomplished on a bit by bit basis in the hex editor.

Unlike what Hotfrog claimed, you do not need to use an interim program at all. I have found an easier(though more difficult) way to accomplish the same thing he talks about below...

Quote:
Now for all you guys that want to know the process of editing...First let me tell you the process isnt simple and a far cry from refined. The idea is to create a program that reads the shape, renders it in 3d, and allows you to move the points around. No new points or polygons can be added (at least until we figure out more). But with a large complex shape, you could in theory, create any shape. Well let me tell you that is the future, but right now the process is as down to the metal as it can get.

First I wrote a little console program that given a shape file outputs a .PLY file. PLY is a 3d file format used by some unitversities and the only reason I did this is because it's a simle text file. This part of the process it's not even perfect, like I said before, I have problems figuring out some polygons and in that case the program stops, gives a binary output and asks me to select the proper "polygon format".

After I get the PLY file I convert it to DFX and import it into 3D Studio. The program also gives me a log file that has the offset in the SH for each object found. The word object in the last sentence is used as in Points, Polygons, Normals, Meshes and the different structures described in my first post.

I edit the shape in 3D studio, so I can get a good look at what it would look like, noting all the changes. Then the log file tells me where all the changes in SH file should be done. Using an hex editor I make the changes, create a lib and test in FA.

Add water, rinse and repeat until you get stable...


hotfrog


I can edit each individual vortice within the shape file inside with a simple hexeditor, and manually moiving each polygon point. That is how I built the SA-12 vehicles and how I built the SS-N-19 Shipwreck missile.

THis is also how I will build the new tomahawk crusie missile and the Storm shadow and JSOWs...

by manually moving points within the shape file and then looking at them within either the color editor display (which sometimes incorrectly displays the modified shape, and within FA itself...

THis sort of manual editing is very slow, but its very stable and 99% of the time leads to new usable shapes (like my new BLU-107 Durnadal bomb with a parachute attached instead of the standard 'bubble end' of this shape in FA)...

AS I learn more and more I will continue to share this information...

ANd hopefully find easier steps to follow, as each shape has a slightly different pattern to untangle before you can do meaningful edits to its shape and skan layout...

CAG out...

Author:  KAPTOR [ Sat Apr 17, 2004 02:24 am ]
Post subject: 

just dont burn yourself out man :-)

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