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Feb 6 11 9:12 PM
I tested your new version and it works for me like a charm (tested in stable Wings 1.4). The aspect ratio now works correctly and the UV mapping is hassle free (no rotation necessary any more). Great job! And a nice video again, fascinating.
Note to users of non quadratic height maps/textures: one has to scale to "Max Horizontally" and/or to "Max Vertically" in the AUV mapping window, so that the terrain face region/object stretches out from UV 0.0, 0.0 to 1.0, 1.0.
A minor issue: in the dialog labels Width/Length the (Z)/(X) should be swapped:
I translated the language file to German and tried to correct some other minor things (e.g. bpp is really the number of color channels). Here is the zip. Have a look at the *.diff inside for my suggested changes. And note, that the German *.lang file is in UTF8 without BOM, not in ISOxxxx.The X/Z swapping is already done in the en and de *.lang files (but you must incorporate the en changes into your source, if you accept them, because the *_en.lang files are only for reference to translators and not used otherwise).
Take your time for the removal of the excess vertices/edges/faces -Y. No pressure at all. Your plugin is already fit for "production use", in my opinion.
Best regards, thanks, Georg
Feb 6 11 10:59 PM
Feb 7 11 6:04 AM
Feb 7 11 10:20 AM
Feb 7 11 9:25 PM
@Micheus: just the slightly modified DE lang file for your plugin (download, not copy from the browser, because of the UTF8).
<<i had made changes to the text in the dialog bottom in previous version. (your english lang file still hasn't it)>>
Hmm, I couldn't spot anything missing. The DE has anything present in the EN and PT *.lang files. If you have other strings to translate I like to help, but they must be present in the EN file, else translators can not see them.
Feb 8 11 10:28 PM
<< <<- I'm also working to remove those vertex/faces on the bottom - this should reduce some memory consumption; but i haven't much free time at this moment.>>optigon: I was thinking this too, and the sides.>>
Don't drop the "excess" faces too early, I just discovered a case, where they come in handy, to get rid of parts of the "terrain" with "bridging" holes into it by selecting opposite faces/face regions. No sample to show yet, but consider a texture of a fence with poles vertically and sparse planks horizontally (and a height map derived from that texture). One would want to remove the "see through" parts of the fence (showing some environment in the texture) by selecting opposite faces/regions +-Y in the "terrain" and bridging them to holes.
Also it is rather simple to get rid of the "excess" edges with standard Wings features (description will follow), so I suggest to make the "clean" ground/side faces optional in the dialog.
Best regards, Georg
Feb 9 11 5:21 AM
Feb 9 11 6:36 AM
Feb 9 11 7:48 AM
minor surface vertices is placed on Y=0 and the bottom face is on Y=-0,01.
Feb 9 11 2:47 PM
Feb 10 11 6:29 AM
Feb 10 11 6:43 AM
Feb 10 11 6:48 AM
Feb 10 11 7:03 AM
Feb 10 11 9:47 PM
Hi Micheus (all),
I had it about cases, where the "excess" faces on the ground plane might come in handy (compare the "fence" example above). Here is a sample of the real case I though of. And note, it's really just a quick and dirty sample, not refined in any way.
Consider a loophole (a slit in a wall, narrow from the outside, so that bullets from there don't get through most of the time. Much wider from the inside, so that the shooter can aim his bow/gun).
After creating the outer wall structure using this height map, I selected all the base faces and moved them -Y, to get a thick wall. Then applied the corresponding texture to the +Y faces. And finally selected faces to bridge on both sides (using "View > View Along > Nearest Axis" along with "View > Orthographic View" and using "View > Toggle Wireframe" often helps a lot to get the opposite faces right initially; then go and extend face selection, as you see fit):
After bridging the front looks like this:
and the back:
Now to my announced procedure, to get rid of excess faces on the ground plane and the side planes of the height map.
With that clean "sort of a grid" I also don't experience any strange things, when subdividing/smoothing. Micheus: <<despite of smooth preview produce a bad result>> then something must be wrong in your code IMO.
And as far as I could try, Ran13 is right with his suggestion/trick to "Tools > Virtual Mirror > Create", then "...> Freeze" on a clean height map. This often also has the advantage of having the height map mirrored (e.g. for some sort of fences). And if that isn't wanted, his suggestion to flatten works very well for me.
Feb 11 11 2:27 PM
Feb 11 11 6:18 PM
<<About your procedure to get rid of excess faces ...>>
My procedure was only meant for a base face without holes, as it comes out of your current version of the plugin.
Besides, please consider having some sort of a version number, so one can reference that, when reporting things. The version number could be e.g. just the SVN revision number, if you use SVN, or a numbering scheme similar to Wings, e.g. 0.8.1 ... major.minor.build. And I recommend using a version control system, that way you always have backups, even when making programming errors (personally I still couldn't get around to use git and stick with SVN).
Cleaning up the base/side faces after bridging holes into it is much more tedious, especially with such complicated holes as in my loophole sample and when the hole was gotten without guiding the bridge tool with some additional vertices inserted at the "front" (the terrain side with fewer vertices).
But here is a simplified sample (the height map was just a 12x12 grayscale image with all pixels set to white); the hole was bridged with guide vertices, so that corners front/back match:
Ignore the edges marked with blue arrows for now. Then I essentially followed the same procedure, as for a back plane without a hole, but extended the rules for edges to dissolve/preserve to the hole: one will want to dissolve all "non corner" edges, but keep the corner edges and the hole outline (outline hard to see, because of the orange marking of hard edges). Now, when I try to dissolve these (blue marked ones SELECTED) I get that same error about "badly formed face". I believe, this has to do with the winged edge data structure used by Wings (no isolated holes allowed, see the end of the linked text).
So I unselected the marked edges before dissolving, so that there is a connection from the hole outline to the base face outline and got this result:
Nice and as clean as it can be in Wings as far as I understand. Note the additional edge to the left automatically inserted by Wings. In more complicated bridge hole scenarios one might want to hint the dissolve process with more edges to preserve by deselecting them.
In the light of this experiment, I also suggest to NOT do bridging as shown above, where front/back bridge regions have different shapes. Instead bore the hole to exactly identical/mirrored face regions (as seen from +-Y). Then clean up excess edges on the back and any vertical side (outside and in all holes). That still requires these blue marked helper edges to preserve and connect hole outlines to the base outline (or other holes?). But the selection process of edges to retain/get rid of would be much more easy. Finally, with that simplified back side at hand, move the holes back side vertices/edges around, until you get the shape you want (e.g. by scaling/moving or using Tweak).
I will try and look into that "gray faces in the right side" issue. Micheus, can you give us a height map image (preferably very low resolution) that shows this strange behavior? Because I still don't see any reason, why these faces show up with "clean" base/side faces, but disappear, when the "excess" edges are around (assuming, that all corner edges of the terrain are still marked hard correctly).
This is either a bug in your code, or in Wings IMO. But I have to investigate first.
Feb 11 11 6:57 PM
Feb 12 11 7:16 AM
-mv manifoldlab.exe ../../plugins_release/mlab-$(shell date '+%Y-%m-%d---%H-%M')_$(WINGS_TAG1).exe
Feb 12 11 7:42 AM
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