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Not sure if it's 100% Normals or if Smoothing Groups Play apart,

 

I've played with both smoothing groups and normals and I'm still not able to eliminate the problem, it only shows in EDM Format, in 3DS and other Formats there are no problems.


Edited by SkateZilla

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Smoothing works by normals. as shown in the video I made.

 

I'm too rusty to try it in EDM and see if the normals reset on export.

I may try the next days.

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I've pretty much concluded the reasoning is the stock shape, the proximity of other smoothing groups due to the shape etc.

 

I'm going to try removing the cannon plate section, the side and top extrusions that belong to the radar and stuff. to make the shape the basic nose w/ no need for extra smoothing groups for details.

 

If that dont work, I'll prolly stick to the method I have for the nose only and just tweak it the best I can to match the rest of the numbers/decals.

 

So Far nothing has fixed the problem, not sure if it's an exporter issue or not w/ something from the cuts, but a single cut, causes the issue, and re-smoothing does nothing, other parts of the aircraft cut fine, likely because they were for the most part FLAT.

 

I started over and tried to do the normals procedure above, and it also did not work, the normals fixed in max (aligned w/ each other across both meshes), but the exported model was still corrupted.

 

if I cut between existing edges vertically, no problems show in model viewer, but as soon as I make the horizontal cuts, boom, the smoothing issues occur.

As Soon as I Detach, the problem amplifies, so I'll prolly try to do minimal cutting and then clone and delete meshes as mentioned before when I had this problem.

 

I went ahead and converted the Number Meshes to composite texture layers, so they inherit the RoughMet of the base Layers, and there difference between the Number Meshes was minimal so I deleted the diffuse background from the material again, but the sim still loads roughmets for the material now, so it's a compromise for the Nose, But they still Look out of place a bit,.

 

I might try cutting the vertical cuts from edge to edge and just use the texture map to center the numbers etc.

Nose_Lines.thumb.jpg.9a4df5e39128d965fc17797192386519.jpg

1812126782_ModelViewer2017-11-1512-52-50-19.thumb.jpg.987f224bc07695645ec0778c6a32ad78.jpg

1699168031_ModelViewer2017-11-1512-52-57-67.thumb.jpg.9890d0bd5f9408dbdb7ee24a45607965.jpg


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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Here is what works for me.

 

1. Create the cutouts for the bort.....ensure you have support edges created. A similar fashion done on chamfered edges.

 

2. Do not detach them. Use the normal modifier to make them explicit.

 

3. Convert to poly or mesh and create 7 copies.

 

4. 1st copy, delete the 6 bort number areas.

 

5. For each other copy, delete the nose and one bort number mesh.

 

6. Test

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the normals for me get wonky as soon as I make the initial first cut on the mesh,

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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  • 2 weeks later...

LoadModel ("CoreMods/aircraft/F-5E/Shapes/f-5e3_lod_00.edm")
LoadLivery("F-5E-3","ROCAF AIDC Tiger 2001")

 

I tried this and it doesn't load the livery on startup. I used another F-5E-3 livery in that directory because the one you referenced wasn't there for me. I even cut-n-paste the name to make sure it wasn't a typo.

 

The F-5E-3 model loads fine, but the livery does not. I can load it manually.

 

And I can uncomment the default A-10C example in the source file and it loads OK.

 

Help?

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are you using the LUA Name or the Folder Name?

 

LoadModel ("<PATH TO EDM>")
LoadLivery("AIRCRAFT TYPENAME","LIVERY FOLDER NAME")


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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2017 may last some ages :)

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  • ED Team

only 2016,2014 and below. for version 2017 in the near future do not even think about assembling. support multiple plug-in branches is too difficult

 

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It took years just to get 2016 support and already want 2017? It's probably not gonna happen, at least not anytime soon. :)

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in order to collect and verify the efficiency of the plug-in, you need to have a license, we currently have 2014 and 2016 versions.

 

Отправлено с моего MI 6 через Tapatalk

" Умное выражение лица - это еще не признак ума. Все глупости на Земле делаются именно с этим выражением лица..."

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are you using the LUA Name or the Folder Name?

 

LoadModel ("<PATH TO EDM>")
LoadLivery("AIRCRAFT TYPENAME","LIVERY FOLDER NAME")

OK, I got it to work by creating a directory here

 

\Bazaar\Liveries\f-5E

 

and placing my custom skin folder there. It is the only skin in the \f-5E\ folder.

 

Previously, I found all the other F-5E-3 skins in

 

\CoreMods\aircraft\F-5E\Liveries\F-5E-3

 

and my custom skin dir was there, which worked fine to choose from in the actual DCS game and when using the ModelViewer and manually choosing the custom skin from the Liveries dialogue.

 

So I'm thinking I really shouldn't be working out of the

\Bazaar\Liveries\f-5E

dir. Maybe I should even be using something out of \Users\username\SavedGames\...

 

I suppose this a path'ing or setting problem when using the ModelViewer. Can you or someone help? Thanks

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Add those 2 lines near the bottom, if you place them at the top of the file, it will process those before mounting the livery directories.

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Ok, I've come across this issue, which is repeatable on demand for me, so I'm trying to figure out the root cause.

 

As Mentioned previously, I've had issues with Normals and Smoothing Groups getting corrupted on the model and it would randomly come and go depending on which max file I opened first.

 

Anyway, I had resolved corrupted normals on the Leading Edge Root Extension / Wing Root / Spine Area on my Model.

 

I did so by making a small .1x^2 box and named it scene root and Linked Meshes to it to inherit new normals. This eliminated corrupted normals on pretty much every mesh I had issues with previously.

 

now, I've come across an issue which corrupts the normals that I cannot resolve.

 

As Seen in this Shot, the Forward Fuselage leading up to the nose cone has no "User Defined" Properties.

attachment.php?attachmentid=173557&stc=1&d=1512578493

 

 

And When Exported, in ModelViewer, Everything Renders correctly, no corrupted normals.

attachment.php?attachmentid=173561&stc=1&d=1512578553

 

 

 

So, the Problem Comes when adding Damage Arguments or any user defined properties,

As shown in this screenshot, I added the "DAMAGE_ARGUMENT = 153" into the User Defined Properties. (note, it doesnt matter what I add into User_Defined, I can enter test, 12345, a, etc)

attachment.php?attachmentid=173562&stc=1&d=1512578627

 

And When Exported, You Guessed it, the Corrupted Normals not only Appear on the Forward Section by the Gun and Refueling Probe Doors, but on the Fuselage Top Mesh for the Spine and LERX Wing Root Area As well, as shown in the image below.

attachment.php?attachmentid=173563&stc=1&d=1512578728

 

 

 

Now, I've Tried un-Linking the forward section, and attaching it to a separate new box to re-inherhit normals but this does not fix the problem, at best it fixes the bright spots on the spine on the neighboring mesh, but the normals remain corrupted on the forward sections.

 

Any one else have any ideas? I've been going round in circles for the last few days trying to fix this problem.

Nose-Mesh-No_User_Defs.thumb.jpg.7e53e3df9d63f8ecac2d090402458e22.jpg

Nose-Mesh-No_User_Defs-2.thumb.jpg.bfd8935059a7e4eb108954898f59ce1e.jpg

Nose-Mesh-Damage_User_Defs-2.thumb.jpg.6d1fc070e34e32a4bc8298ec4fe1d091.jpg

Nose-Mesh-Damage_User_Defs-3.thumb.jpg.958e8e7d244f78df53e41981290e4e50.jpg

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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What are the parameters of the exporter? in particular, that concerns variants of smoothing of normals.

" Умное выражение лица - это еще не признак ума. Все глупости на Земле делаются именно с этим выражением лица..."

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What are the parameters of the exporter? in particular, that concerns variants of smoothing of normals.

 

Also Tried to no Affect.:

SMOOTH_NORMALS = 0

and

SMOOTH_NORMALS = 1

 

 

That being said, I havent Changed any settings in the exporter afaik in years.

 

 

 

attachment.php?attachmentid=173566&stc=1&d=1512581620

 

 

Turning Normal Smoothing Off may have fixed the problem.

Nose-Mesh-Damage_User_Defs-4.thumb.jpg.091d78ec2caab0286c2e655913f00130.jpg


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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do not use "on". it is not right. at us the exporter will all smooth out that has identical groups of smoothing. for example, a wing and a pylon can be different objects but have one smoothing group. when exporting, problems may arise.

We use "marked, by default - off".

prescribe "SMOOTH_NORMALS = 1" only on those parts that need to smooth out the normals - for example, a fuselage divided into parts, to prescribe different arguments for damage.

on those that do not participate prescribe "SMOOTH_NORMALS = 0".

https://gyazo.com/7290399688841890c36407e93025cdc6


Edited by DGambo

" Умное выражение лица - это еще не признак ума. Все глупости на Земле делаются именно с этим выражением лица..."

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do not use "on". it is not right. at us the exporter will all smooth out that has identical groups of smoothing. for example, a wing and a pylon can be different objects but have one smoothing group. when exporting, problems may arise.

We use "marked, by default - off".

prescribe "SMOOTH_NORMALS = 1" only on those parts that need to smooth out the normals - for example, a fuselage divided into parts, to prescribe different arguments for damage.

on those that do not participate prescribe "SMOOTH_NORMALS = 0".

https://gyazo.com/7290399688841890c36407e93025cdc6

 

Thanks, Made those changes, and it resolved the corrupted normals, as well as the split smoothing groups when splitting a mesh between left and right side for damage.

 

I wonder if this would also resolve the corrupted normals when I cut borts as well, but I believe that's a different issue all together w/ the shape.


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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DGambo, what EDM plugin version are you currently using? I find hat the latest, will not smooth the separate pieces properly.

 

If I use an older plugin (really old), all is ok. But then, I feel like the edm file is not taking advantage of latest graphic code.

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hey guys, how do you refresh/install a newer plugin generally ?

simply over-install the previous/older plugin ?

TY

 

I use windows uninstaller, then install the plugin i want

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  • 3 weeks later...
I use windows uninstaller, then install the plugin i want
Back up your shapes and texture folders.. you might lose your Stuff...

 

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