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maxanna

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Qualcuno mi sa spiegare questo?

Non ho ben capito cosa bisogna fare con L' Ngon,cmq se mi traducete tutto vi ringrazio.

L'inglese +o- lo so ma qui propio faccio fatica.

---Make Track surface only, including Pit Road track surface. Don't worry about land yet because that can be built off the track when it's done. Make 'finalized' Track; all hills, banking, etc. It should be the exact Track as it will be in the final version. There is probably going to be a lot of hiding and un-hiding during the process, so the shorter you can make the list of objects to pick from, the better. It is also advisable to have the track ALL AS 1 SURFACE, for this stage anyway. You can break it up as needed by the game later. But for now, it will need to be all 1 surface for the Conform step, as well as creating the borders.

----go through all the steps again (probably). No need for 100 vertices in the spline, less is better. Increase the Steps to 20 or more. Don’t use ‘Optimize’! It can produce kinks in the spline. Even though a spline is being used, it is still possible to create areas with too much lateral transition between points, especially with Optimize turned on. I highly suggest a Steps setting of about 20 or more, and turn off Adaptive or else the Steps setting won’t matter. And make sure:

a.) The first vertex of the spline is just after (very close to) the Start/Finish line. Very important. Select a vertex of the spline that is close to the Start/Finish and drag it to just after the Start/Finish Line.

b.) The spline runs in the correct direction around the track. Can be checked in the next step.

c.) The spline is pretty close the track surface, without going way under or way above. Doesn't have to be perfect, but closer is better. Zoom out and look around the track closely to see if it goes under. Zoom in and see that it's not way above.

The curve must be smooth; get it as good as you can at this point. You will notice any areas that may need adjusting after testing begins, but because of all the steps involved after creating the spline itself, it’s best to try to get it right the 1st or 2nd time.

------Make an NGon (Create/Shapes/NGon) of 3 sides, pretty small. Switch to vertices sub-object level and select the vertex of the NGon that is the first (has a box around point). Leave it selected (Important) and switch back to Main/Object level. Convert to Editable Poly. Spacing Tool (Shift-I or menu Tools) the NGon along the Driving Line Path using "Centered, Specify Spacing", "Follow"=ON, and use spacing of 5 (all important). Hide the original NGon in case you need it again. SUGGESTION: After a lot of testing, I’ve found the thing I like to use best is the 3-sided NGon, converted to Editable Poly, and MSmooth’ed once. It creates a vertex right in the center that you can select. Don’t rotate the NGon after you make it, just leave it pointing to the right. With “Follow” ON in the Spacing Tool (must be), the NGon will orient itself to the spline just the way that is needed. And using "Centered, Specify Spacing", you can see just where each point (the center one) is going to end up by the Spacing Tool operation.

Make sure the NGon's run around the track in the correct direction, looking like a line of arrows pointing around the track in the direction of travel. A good sign is that when you hover the mouse over an NGon and check its name, then the next on the line, next, etc., that they go in numerical order around the track, but it’s still crucial to make a check before proceeding:

Select the first NGon01 (or whatever its name) and Attach it to all the others (except the original which should be hidden), using the list-box method to select all the other NGon's at once. After attachment, you may want to clone this object and hide the copy.

Now the test: Without caring how the object matches the track yet, switch to vertices sub-object level. The center or lead point should still be selected for each cloned copy of the NGon. Invert selection and delete. Check that vertex #1 is at the start, and #2, #3, etc. run in the correct direction of travel for the track. If not, there are some things you can try after you UNDO the Spacing Tool step:

a.) Reverse the direction of the spline. Select the spline, then right-click on it and choose “Reverse”.

b.) Turn your polygon NGon 180 degrees and try the Spacing Tool operation again.

These options are usually an “either/or” choice, but you can try both if you need to. It is critical to get the points running in 1,2,3… order in the direction of travel, with #1 at the start, or else the track will be reversed. This can be a frustrating step, and I’m still not sure what the requirements are to get consistent ordering of the points after you delete the extras. That’s when I decided on using the NGon with it’s 1st point selected and converting to polygon to use for the Spacing Tool step. Seems to work a lot of the time

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Make sure the NGon's run around the track in the correct direction, looking like a line of arrows pointing around the track in the direction of travel. A good sign is that when you hover the mouse over an NGon and check its name, then the next on the line, next, etc., that they go in numerical order around the track, but it’s still crucial to make a check before proceeding:

Select the first NGon01 (or whatever its name) and Attach it to all the others (except the original which should be hidden), using the list-box method to select all the other NGon's at once. After attachment, you may want to clone this object and hide the copy.

Now the test: Without caring how the object matches the track yet, switch to vertices sub-object level. The center or lead point should still be selected for each cloned copy of the NGon. Invert selection and delete. Check that vertex #1 is at the start, and #2, #3, etc. run in the correct direction of travel for the track. If not, there are some things you can try after you UNDO the Spacing Tool step:

a.) Reverse the direction of the spline. Select the spline, then right-click on it and choose “Reverse”.

b.) Turn your polygon NGon 180 degrees and try the Spacing Tool operation again.

These options are usually an “either/or” choice, but you can try both if you need to. It is critical to get the points running in 1,2,3… order in the direction of travel, with #1 at the start, or else the track will be reversed. This can be a frustrating step, and I’m still not sure what the requirements are to get consistent ordering of the points after you delete the extras. That’s when I decided on using the NGon with it’s 1st point selected and converting to polygon to use for the Spacing Tool step. Seems to work a lot of the time.

90% of the AIW creation procedure could be eliminated here if you could just Spacing Tool a single point (without polygons) along the spline with 5 spacing, and also Conform the points-only object to another. But MAX insists on there being polygons present to even be able to select the object in a viewport. (It’s a point that EXISTS!! Why can’t I do anything with it. :-/ )

If you got a correct-numbered line of points after deleting the extras, then UNDO back to when the object was still polygons. It might be a good idea to clone your original 1 NGon object with 1 point selected, since it works. And maybe the spline too. NOTE HERE: I believe the requirement is to create the NGon, then don’t rotate it at all, even if it’s not pointing along the spline. Move it close to the start, and if “Follow” is on it will orient to the spline (which is what we want) as long as it’s still in its original orientation when it was created.

Now continue after creating the attached-polygons object:

WARNING: The steps after this are all memory intensive, especially the Attach step. If you have some kind of mega-track with over 1000 or 2000 NGon’s in your driving line, then the following steps can crash MAX if there is low memory. Plus, they can take a long time to finish. If it seems like it’s taking forever, just give it a few minutes to try to complete (unless you can see that the whole system is locked-up). On a 1100Mhz machine with 256Mb of RAM, some operations took a few seconds (30+) to complete.

NOTE: If you have a REALLY good spline of the Track driving line, meaning it follows the track height nearly perfectly, then you might be able to skip the Conform part. Could be that just a Spacing Tool along the spline will get you by. But check it, in all areas. And you might want to try a Conform just for the hell of it anyway. Unless you can see that the NGon’s line is perfect as it is…

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allora...

il testo sopra citato,tanto per capirci illustra di:

creare una linea base tramite loft che in pratica sarebbe il tracciato o meglio l'asfalto sul quale dovrebbe correre l'auto,dopodichè spiega come creare dei waypoint cioè il percorso che l'automobile guidata dal computer dovrebbe percorrere,essi vanno posizionati +o- ogni 5m del tracciato.

ora vengo al dunque:

io i waypoint li creo,ma tramite un'ulteriore spline che esporto in ase e da cui prelevo le coordinate da inserire nel motore grafico del gioco.Il prolema è che un tracciato per corto o banale che sia ha +o- 600 waypoint...sopra è illustato come creare questi tramite un Ngon che esportato succeviamente in ASE si ha la possibilita tramite un prog di nome AIWF1CH di prelevare le coordinate senza doversele annotare ecc...ecc... quindi le importa in automatico,quindi io vorrei solo sapere cosa cavolo c'e' scritto sull'utilizzo dell'Ngon.

Per quando riguarda il googli traduttre,fa pena ed anche il mio Language Engineering Power Translator 8 non mi soddisfa nel senso che non si capisce una mazza.

Non ho ben capito come va posizionato ed utilizzato,tutto lì.....è spiegato nella parte centrale del testo,tutto il resto lo so già dato che lo utilizzo da parecchio,STO NGON è una croce per me.

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Ciao,

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grazie per la collaborazione

lo staff di Treddi.com

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