Holes looks good in Blender, but not in Vehicle Simulator?

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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Fri Oct 21, 2016 2:06 pm

I messed a little with the shading. If the windows would be shaded smooth or flat, I don't know...
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saken

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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Sat Oct 22, 2016 1:01 am

Successfully solved the window problem :D I just separated the middle window right on the X axis from the main superstructure mesh, and applied the mirror modifier on it, then joined it back to the main superstructure and dissolved the edges at the axis, and volià! :D
Window fixed

EDIT: I still wonder what would be best though... to apply the mirror modifier (make it permanent) now or when I'm done modeling. Probably the latter...

EDIT 2: It's probably better to use more objects than just bigger meshes.
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saken

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Bow wave problem

Postby saken » Sat Oct 22, 2016 4:35 pm

Like the subject of this post says... the bow wave is not in place. I have exported the model from Blender with correct axis, and have had email contact with Ilan and asked what possibly could be wrong. Now I want to figure out myself, in Blender, how to make the bow wave appear right where it should be. I have centred the ship with it's keel at the origin, but the bow wave is still slightly inside the hull...
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saken

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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby Sharpy » Sat Oct 22, 2016 6:57 pm

Aloha.

Always name the hull 'hull'. And place at the top of the hierarchy.
And delete the profile and deck dds files.
Next time you start VSF it will rebuild both.

That should fix it.

Steve
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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Sat Oct 22, 2016 8:09 pm

Sharpy wrote:Aloha.

Always name the hull 'hull'. And place at the top of the hierarchy.
And delete the profile and deck dds files.
Next time you start VSF it will rebuild both.

That should fix it.

Steve

Hi Steve,

In the boat.x, I can see the hull is named "Root", and everything else is under it in it's hierarchy.

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Anton AKA saken/Captain saken
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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Mon Oct 24, 2016 1:23 pm

In the export options for DirectX (.x) in Blender, you'll need to set the coordinate system to Left-Handed, or Right-Handed, and which axis that should point up, Y or Z.

This is the documentation for the exporter: https://wiki.blender.org/index.php/Exte ... X_Exporter

EDIT: Just in case anyone wonders... I did solve the issue with the coordinate system... BUT it was quite a pain. I had to rotate the model -90 degrees in X, so that the bow points downward in Blender... and then set the Z axis up. But that thing to set the up axis as Z makes no sense to me... as in Vehicle Simulator, the Y axis is up? :?
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saken

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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Tue Oct 25, 2016 3:52 pm

Alright... this has plagued me since the very beginning. In Blender, it looks ok. But this is what it looks like in Vehicle Simulator...
Window mirroring problem
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saken

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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Tue Oct 25, 2016 7:28 pm

Everything seems to be solved, by itself... funnily enough :?
Image
Image
Image
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saken

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Re: Holes looks good in Blender, but not in Vehicle Simulato

Postby saken » Wed Oct 26, 2016 7:54 am

Her total poly count is now 23,693, and 27,978 vertices. Yes, kind of low-poly, but very friendly for low-end computers. Although, my plan is not to make it high-poly, my plan is to make it more detailed and overall better than the original, made by Sellu (AKA Sami Matthews).

But don't get me wrong... his model is fantastic! HE was the BIG source of inspiration to re-create this beautiful tanker myself!
Image
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saken

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