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Anybody have EDM plugins prior to 2016 November? Roughly any version before 119466.

 

Cheers

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Awesome, thank you!

https://magnitude-3.com/

https://www.facebook.com/magnitude3llc

https://www.youtube.com/@magnitude_3

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  • 2 weeks later...

Yes, it works with Default too.

After Make Cool do these step:

 

Double Click on your Map

Bitmap Parameters:

Monochannel Output --> Alpha

Alpha Source --> Image Alpha

 

Double Click on your Material

Material Attributes:

Misc --> Alpha Test

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Yes, it works with Default too.

After Make Cool do these step:

 

Double Click on your Map

Bitmap Parameters:

Monochannel Output --> Alpha

Alpha Source --> Image Alpha

 

Double Click on your Material

Material Attributes:

Misc --> Alpha Test

 

Thx for the tip! I've try everything in bitmap parameters, never scroll down to find that option. :thumbup:

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Hi guys,

 

anyone can tell me which version the latest EDplugin is ?

 

Cheers

 

Olli


Edited by The_Fragger

2D/3D Artist

MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

[sIGPIC][/sIGPIC]

 

BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

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Try this version,

 

 

129550

 

I look forward to the Bo-105!

 

Hope this helps,

 

Hawkeye

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

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Many thanks Hawkeye ! Works like it should :thumbup:

 

Try this version,

 

 

129550

 

I look forward to the Bo-105!

 

Hope this helps,

 

Hawkeye

2D/3D Artist

MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

[sIGPIC][/sIGPIC]

 

BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

https://www.facebook.com/PolyDynamicsDCS/

 

 

 

 

Windows 10 (x64)

 

3x Corsair SSD GT 250 GB

Mainboard: Asus STRIX Z390-F

CPU: Intel Core I9-9900K @ 3.60GHz

RAM: 64 Gb

Graphics: MSI GForce GTX 980 TI 4GB

 

HOTAS Warthog

Hofmann Simpad Rudders

Oculus Rift / Oculus Touch

 

 

Heavy Metal is the law ! :punk:

 

 

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  • 2 weeks later...
  • 2 weeks later...

Hope it is ok to leave this here,

 

For 2016, Working version,

 

https://www.dropbox.com/s/62utunc5oz16d42/edm-plugins-129550.zip?dl=0

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

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This weekend I'm fighting w/ Smoothing again,

 

As soon as I cut the squares for the Bort Numbers and detach them, the smoothing goes wonky,

 

Even if I Wipe and re-smooth the sections, there's a distinct difference between the normal mesh and the part cut w/ the bort numbers,

 

Tried Re-Smoothing Individually,

Tried Re-Smoothing all Meshes together,

Tried Editing the Normals.

 

No Luck.

 

I think it doesnt like being cut in editable poly mode..

 

Might just go back to my original plan

Make Clone Main Mesh, cut bort meshes out, delete the rest, and apply transparent single layer, and animate that,

 

it just wont have any specular on it.

 

I'm trying to figure out how BST just cut Bort Meshes on the F-86 and didnt have any seams on speculars or smoothing.

 

Examples..

 

First Shot, w/ Squares Cut out of the nose mesh, you can clearly see a smoothing group difference both around the Bort Number Meshes, and a few bad groups heading up the nose which appeared after the cutting.

 

attachment.php?attachmentid=148443&stc=1&d=1474143314

 

Second Shot w/ Bort meshes exported, I Imported them to a scene before I cut them and just put them over top of the nose mesh, smoothing groups on the nose remain fine, but there's still an evident line around the meshes.

 

My Fail safe right now is to remove the specular and diffuse layers from the material and just export decals w/ transparency set, w/ separate meshes.

 

I might try to use other cutting methods but so far, no luck.

 

attachment.php?attachmentid=148444&stc=1&d=1474143318

 

Skate, this is where I had difficulty. The solution that worked for me is a bit time consuming though.

 

1. I made the cuts, but did not separate.

 

2. I applied a Normal modifier, selected all the normal and made them explicit.

 

3. Made 3 copies of the object.

 

4. (one object at a time) delete polies around the bort number section.

--- 1st object delete bort number area.

---2nd object, delete all polies but 001

---** 010

---** 100

 

It's important not to detach the section, but delete the polies around them.

 

For export, go to the settings and check/select "mark def off"

 

 

 

 

While optimizing the model/meshes for future use, I decided to give composite layered borts another shot so the borts inherit the airframe's specular/pbr values and look more natural.

 

I was able to re-cut all of the numbers except the nose, previous trouble spots were easily done, and the other hard spot on the vertical stabs was easily fixed by making an extra cut to separate the smoothing groups and eliminate the corrupted smoothing/normals.

 

My issue is the NOSE, no matter how I try to cut out the number sections, every cut corrupts the normals/smoothing,

 

I've tried to disable smoothing and re-smooth/ unify/explicit the normals, everything.

 

Nothing has worked, I even started fresh from the source model to make sure the adjustments havent caused bad vertices.

 

Nothing has worked.

 

-Polygon Cut

-Mesh Slice,

-Boolean,

-ProBoolean,

-ProCutter

 

Maybe I could try inserting Extra Vertices, I'm not sure.

1307301197_ModelViewer2017-11-1311-37-21-23.thumb.jpg.4c2c78142e66dfde5e7b14c03ddb63df.jpg

1507362885_ModelViewer2017-11-1311-37-26-07.thumb.jpg.900c79b1bed5052321bc9b1f194cc22f.jpg

212530593_ModelViewer2017-11-1311-37-29-89.thumb.jpg.6a530003ed2444e10b4427a05e7501c5.jpg

65000099_ModelViewer2017-11-1312-53-36-31.thumb.jpg.4e2d35ae2746761e48df3e4d57cceb70.jpg

1758138861_ModelViewer2017-11-1312-53-40-80.thumb.jpg.044b35cf380a163dfdb1f697d18c2ef6.jpg


Edited by SkateZilla

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@SkateZilla The tension of normals interpolates to their neighbours so if you detach or cut that relation breaks and the higher tension from other sides make the normals change there orientation which results in a break in smoothing/shading.

 

To fix that you need to get the new normals of both edges to align in the original orientation and strength with each other which is in many cases close to impossible but in some it is.

It will be much harder on asymmetric and organic surfaces as in your case and some normals may need to be modified individually to only reduce the problem but its very easy on symmetric bodies.

 

I gonna make an example on a sphere and you can see how far that brings you or maybe inspires new solutions for your individual case with a more organic loaction.

 

 

Hope that helps a bit.

Let me know here or in SplashOne discord, cheers

 

WELD


Edited by Weltensegler

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