11.12.2008, 17:07
Hi all,
I finally find way how add overlays.
- create plane object
- adapt shape of plane object according to main object
- assign correct ID and material (I use ID 4,5,6)
- move plane object on surface of main object
- attach plane object with main object in one piece,now plane object=overlay and is as separate element inside main object with differrent material and ID which was assign for plane object.
- make separate planes for digits and letters (one ID,mat for one digit)
- make same planes for decals (one ID,mat for tow sides)
- make overlays for all lods,for all damage objects (uff more work)
- export with Maraz il2 plugin v0.6 or Fatduck exporter v2.52 which have support for internals export.
- done
Null material example as overlay
explanation:
overlay = layer of null material for decals (I use square or rectangle shape)
null material = a "invisible" material build with exceed to next object.Must be named NULL and have always ID=1!
Export meshes with null materials have support -
-Maraz IL2 plugin,
-Fatduck maxsript exporter,
msh converter dont have support for export null mats.
UVW
correct UVW for overlay
bad UVW for overlay
Is not possible re-map it due use same decals textures to other planes
note :
is not possible create two overlays for one decal,
-one overlay for one object is ok
-more overlay fo one object is ok
-one overlays exceed more objects is not possible build up.(in screen)
sample of skin:
there is no possible used a same size of decal as overlay!
Only skin way is there correct.
Adding overlays for D1-D3
- Overlay1 = null.tga
- Overlay2 = null.tga
- Overlay3 = null.tga
- Overlay4 = null.tga
- Overlay5 = xxx.tga (markings)
- Overlay6 = xxx.tga (markings)
- Overlay7 = xxx.tga (markings)
- Overlay8 = hakenfake.tga.tga (markings) :-P
- OverlayD1o = damage1o.tga
- OverlayD1p = damage1p.tga
- OverlayD1q = damage1q.tga
- OverlayD2o = damage2o.tga
- OverlayD2p = damage2p.tga
- OverlayD2q = damage2q.tga
I finally find way how add overlays.
- create plane object
- adapt shape of plane object according to main object
- assign correct ID and material (I use ID 4,5,6)
- move plane object on surface of main object
- attach plane object with main object in one piece,now plane object=overlay and is as separate element inside main object with differrent material and ID which was assign for plane object.
- make separate planes for digits and letters (one ID,mat for one digit)
- make same planes for decals (one ID,mat for tow sides)
- make overlays for all lods,for all damage objects (uff more work)
- export with Maraz il2 plugin v0.6 or Fatduck exporter v2.52 which have support for internals export.
- done
Null material example as overlay
explanation:
overlay = layer of null material for decals (I use square or rectangle shape)
null material = a "invisible" material build with exceed to next object.Must be named NULL and have always ID=1!
Export meshes with null materials have support -
-Maraz IL2 plugin,
-Fatduck maxsript exporter,
msh converter dont have support for export null mats.
UVW
correct UVW for overlay
bad UVW for overlay
Is not possible re-map it due use same decals textures to other planes
note :
is not possible create two overlays for one decal,
-one overlay for one object is ok
-more overlay fo one object is ok
-one overlays exceed more objects is not possible build up.(in screen)
sample of skin:
there is no possible used a same size of decal as overlay!
Only skin way is there correct.
Adding overlays for D1-D3
- Overlay1 = null.tga
- Overlay2 = null.tga
- Overlay3 = null.tga
- Overlay4 = null.tga
- Overlay5 = xxx.tga (markings)
- Overlay6 = xxx.tga (markings)
- Overlay7 = xxx.tga (markings)
- Overlay8 = hakenfake.tga.tga (markings) :-P
- OverlayD1o = damage1o.tga
- OverlayD1p = damage1p.tga
- OverlayD1q = damage1q.tga
- OverlayD2o = damage2o.tga
- OverlayD2p = damage2p.tga
- OverlayD2q = damage2q.tga