Anyone have any luck with MayaLT ?

Discussion in 'Content Creation' started by bob.blunderton, May 16, 2018.

  1. burilkovdeni

    burilkovdeni
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    I guess the game works differently for different people!?

    20180519014008_1.jpg
    I did my fixes and they work for me but not for you.
    The silliest thing is that the collision mesh in the .dae is still rotated 90 in the X-axis. . .!?!
    Strange!!!!!!!!!!!!!!!!!!!!!
    -----------------------------------------------------------------------------------------------------------------------------------------------------
    I have a silly idea you make all the .daes give them to me, I Import and fix them and give you map file with all the .daes fixed and ready to rumble. . . . . .

    buri status:
    -_- #%?!
     
    #21 burilkovdeni, May 19, 2018
    Last edited: May 19, 2018
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  2. Sithhy™

    Sithhy™
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    A tiny bit unhelpful from my side, but you could always wait for Blender 2.8 where there will be a totally new & better UI :)
     
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  3. bob.blunderton

    bob.blunderton
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    That's helpful. That's very helpful. I will consider waiting around for it but until then I will try and use Maya. I mean if worse comes to worse I will find a different game to mod for. Not going to ask @burilkovdeni to work on hundreds of models I worked on when they're fine in the editor (both in Blender and in Maya), when BeamNG doesn't handle the rotations - the rotations the dev-team had me put in - properly.
    I mean sure they could come in SIDEWAYS and have the collision match without anyone helping, but you can't properly rotate them then - there is no 'perfectly level', it's always a bit off with the FLOAT numbers. There have been people trying to make map projects before and this is what killed those projects, I know because I was one of the first people they talked to and ended up scrapping it just as I am canning my city project until I figure out a proper way.

    I will look up information on the up-and-coming Blender 2.8 today @Sithhy™ thanks for the tip!
    I do appreciate all your help, @burilkovdeni but the whole Idea here was so that I could make things myself. I will keep researching and gaining information and knowledge here, until I either find a way, or find another suitable game to mod for. I love this game, don't get me wrong, but it *HATES* me - likely because of my affliction with hurting pianos.

    OTHER Map(s) that have died because of this bug and other similar issues with models getting to BeamNG:





    Not my pictures, they were sent to me some time ago, now I don't have these files, but this was someone working on something for the game, making an awesome city and they had the worst trouble trying to level models and otherwise get them into the game, with collision. They eventually got steamed off enough and banned :x

    *fixed the shout-out to have your name proper, Sithhy, it's Bob in the early hours of the day, ugh.

    --Cheers!
     
    #23 bob.blunderton, May 19, 2018
    Last edited: May 19, 2018
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  4. fufsgfen

    fufsgfen
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    @bob.blunderton here is Blender 2.8 latest versions for testing purposes:
    https://builder.blender.org/download/

    It has mainly one new panel that has big pictures in buttons, but still one has to right click to select and not to click with left mouse on workspace, but I guess it is worth to try.


    Oh and game indeed does work differently for differently people, I never got any textures to show up with bridge pillar model, not even when using same materials.cs as Bob, same paths and all, but there was something tiny bit different inside the editor I guess. It is most frustrating when something like model being 90 degrees off without apparent reason is holding progress of building the world one desires to build, there should be methods and paths so clearly described that such should not happen.
     
  5. bob.blunderton

    bob.blunderton
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    Snippet^

    Thanks for the link, I will have to give it a run. Maybe I can swap the mouse buttons around in the options.

    I will say that to get a model to show a texture, you need to go ahead and look up the MAPTO= field in your materials.cs that has the texture entry (or entries) inside it. The "Mapto=" is usually right below the "singleton material(whatever)" entry.
    DAE's call that mapto field for textures. It does not have to be identical to your material name, but it can be for simplicity's sake. My curbing is 'curbtoright' and 'curbtoleft' for example in Roane County (they're only reversed pictures, but it makes it easier if you use them on mesh-roads made into curbing), and the side is 'curbface' I think, IIRC.

    Just an example. Grid material is mapped to gridmat or grid_mat, I forget which. One can look inside the DAE's easily to see, even in a text editor by searching for 'material'.
     
  6. fufsgfen

    fufsgfen
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    One problem was (is?) that when you change something, it may or may not happen in game with reload, with textures in vehicle only way was to exit and reload map to actually get to see real change of your adjustments. While in theory change gets loaded automatically, it does not necessarily do so.

    What then happens is that you think something you tried is not going to work, even if it would of worked, but exiting and reloading map would of been needed to get change to show up. Just reload did change things a bit, but only partly. Not sure if this is changed with latest version of BeamNG.

    There are many of these undocumented features and behavior, which make learning steps bit steeper to climb than what might be necessary.

    Anyway attached is what I found from my curbs, you need to click eye to see parts, not sure if those are much use to you, but sharing is better than not sharing. Probably those can be exported and imported to Maya too.
     

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  7. bob.blunderton

    bob.blunderton
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    Thanks for sharing that @fufsgfen ! It's appreciated (even though I haven't looked, and can't be sure I'd make use of it yet, but what the heck, it's always worth a shot!).

    I managed to make something that comes through correctly without making use of ANY rotations *ANYWHERE* whatsoever.



    I also managed to find out my crash-tastic-crashyness problem, which is the following:
    Base00>start01>curb_long_20 = crash
    Base00>start01>curb_long_schlong = works!

    So yes, it does work! The curb actually has collision, too, it's slightly off, but that's okay, i'll make it work (and adjust where the anchor point is on the visible mesh, as it's lower than the collision, which was my good, fixing this will fix that).

    Thanks for looking out folks. I might be able to make this work just yet - never thought you'd "Save an entire city" did you folks?

    Apparently, the reason the collision was lower (by two thirds height of what you see here), is because my curb was submerged slightly in my grid. The visible mesh ignores this (just like it ignores the rotations before, which would have made it level). So I knocked off the -0.001 placement parameter (so it would have come through submerged properly as a curb should be, 2/3rds in the ground), and it should work fine.



    100% Success! Finally, I have a stable, working, Proof-Of-Concept that *FUNCTIONS*.
    Now to delete the other 60 copies + of the same thing that does *NOT* work.
    Thanks for the hints in the right direction!

    This wasn't a donated curb, this is one I made by myself here, I had to figure it out on my own.

    Should be good to go after this DISASTER.
     
    #27 bob.blunderton, May 22, 2018
    Last edited: May 22, 2018
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  8. bob.blunderton

    bob.blunderton
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    Curious, if anyone's had UV's on modeled pieces come out like this?

    Where the car sits, is fine (ignore the orange NOTEXTURE, I don't have grass in yet on the models).
    Where the camera sits, the model is weirdly shaded, as if it's casting shadow on itself, but it's not.
    No matter what way I rotate it, it stays with that weird striping on the asphalt portion - but only that portion of the straight road. So that shadow is baked into the model.
    Now these are only rudimentary textured examples, this is only testing function here - which function it does! 100% perfect and 0 issues with collisions. The roads even have a nice 'cant' on them so the water washes to the sides when it rains.
    Just issues with the UV's acting oddly shaded. Now mind you, I built the 3-way intersection the car sits at, off a piece of the straight section with the problem. The straight section - not the 3way, is the only one with the problem. I mean, if no one knows, you can just give me a heads up here, but it's just odd it would show up on the first piece I made, and not the pieces I made from it.
    Good thing is I nailed the width I wanted, 100%, couldn't have done better except maybe an inch or so.
    Maybe @meywue has seen this bug, or @fufsgfen or @RedRoosterFarm or @Occam's Razer ?
    Sorry to tag all you guys but I just wanted to ask here, before I spend hours trying to mess around pushing all these random buttons* (many of which I don't have a clue about), when it could be something rather simple.
    I did use 'best plane' feature of Maya LT 2018, which changes the orientation of how the texture is projected (straight down, or from the side, etc). I did the same things for both models, so it should not act up like this just on one. If know one knows, I will spend a few minutes re-creating the straight road model so it's not a big time-loss here.
    *Don't want to hit the "Big RED Button" by accident. I don't know if there's a cancellation button for that.

    --Give me a shout if you know!
     
  9. fufsgfen

    fufsgfen
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    I must say that I have not seen that before.

    You are not painting decal roads and just have curbs on top of those?
     
  10. meywue

    meywue
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    Never seen that before... can you provide the model, pls?
     
  11. bob.blunderton

    bob.blunderton
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    Yes will provide the one I initially made and the one as a tester, which looked even worse!!!
    Will provide the working one too, that's an intersection, for comparison.
    Conc01.dds maps to GRIDMAT
    Driveway.dds maps to driveway

    The edges where the grass goes will come up as notexture, this is okay, I haven't put it on yet.

    I've only used these textures for crude asphalt and concrete to test my objects. They work great, just don't understand why the normals are whacked so bad. They're like tasting the rainbow or something.
    I tried smoothing it on the 'tester piece' there (you'll see tester piece, I tested smooth shading, I shouldn't have done the ends, it still looked like TRASH, actually, it was worse to be honest).
    DO NOT fix the objects (that won't help me), but just tell me what button to push on this stupid thing with the faces or edges selected, appropriately, to make it work again like the 3-way intersection piece does (that one's fine, weird thing is, I made the 3-way piece from the regular straight road!).
    Thing is, it's doing this 'normal modeling stuff' on there, and I don't even want that. It looks fine in BeamNG without that extra junk. How to stop "disaster of Maya" from putting shadow shading on my pieces?

    Threeway - works 100%
    Straight road - does not work properly due to normal issues
    Straight road tester - tested edge smoothing - DISASTER! only to be used on curb faces at the top next time.

    I'll be hiding in the shadows a while... ugh!
    --Cheers!
     

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  12. bob.blunderton

    bob.blunderton
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    Deleted the prop and re-created it from scratch. Took a little over an hour to get it roughly re-made and textured (the model is pretty much final), the rough-texturing took about 20 minutes.
    I swear this Maya LT is buggy as all get-out. It's buggier than BeamNG in alpha state :x That's not good, and they want me to pay 30$ a month for this "Maya LT" mess!!! I select textures and they don't come up. Do Undo then Redo and then they pop up all of a sudden. It's like software is just going downhill these days in general.

    STUPID TECHNOLOGY!!! ...this is my line very often lately.
    So, never-the-less, I at-least know the model I have been building my things off of is good (the three-way piece), as I built this from it. Collision is on the money, too.
    --Cheers!
     
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  13. fufsgfen

    fufsgfen
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    Did remaking piece fix that zebra stripes issue?

    Display drivers and cards seem to be quite buggy too these days, because there is lot of those nothing happens and then puff it comes out of nowhere, luckily I get quite little of that with 1050Ti, but other people I know seem to get more with other cards.

    It is like back in old days, before 3D times, there was some cards that you just knew will have excel cells overlapping no matter what, but at least there was that 1 or two brands which did work!
     
  14. bob.blunderton

    bob.blunderton
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    Yes I remade that piece and it came out fine. I must have pushed some wacky button somewhere or something, who knows.
    I have made a ton of other pieces, and am getting ready to start adding the pieces into the map, to use to start breaking ground on my city map (hopefully this week), now that I'll have enough of them to build with as a kit.

    Getting the required textures and similar stuffs in-place ported into the city 'donor' map (the one it's going to be built in). This way when I go and put the models in, the textures should pop right in place.
    This includes the fact that I'll be putting the final texturing on those road pieces this week (the other stuff was rubbish placeholder textures).

    Will be testing model detail levels and figuring out the LOD tool before I finalize anything or have much to show.

    Will say one thing though, building skyscrapers, THAT will be fun, and there will be plenty of those. Don't worry, I'll find a way to build a Panelek housing project or two in there, to please all the Russian / European fans.

    So yes, all is well here, for the moment. Aside of the STING on my left hand I'll be fine (don't worry about it, it just itches something severe, stupid bumblers). WARCRAFT ORC VOICE: "STOP POKING ME!!!"
    --Cheers!
     
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  15. Average Person

    Average Person
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    Bob, I would definitely recommend switching to blender when 2.8 comes out, I think you'll find it much easier to use as the ui as been simplified and im sure with a few setting changed and some addons you can adjust it to your liking screenshot below, and you won't have to pay for anything.
     

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  16. bob.blunderton

    bob.blunderton
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    Looks beautiful! I see buttons with icons & they're super-simple looking! I downloaded a beta last week when @Sithhy™ mentioned it. Wow!
    Haven't installed it yet.
    -TY
     
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