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#1187 From: "Becky Hartnett" <bekhart@...>
Date: Fri Sep 24, 2004 7:16 pm
Subject: Re: novice advice on texturemapping
bekhart@...
Send Email Send Email
 
Please remove me from this group!

----- Original Message -----
From: "tobiasasphaug" <tobiasasphaug@...>
To: <meshwork@yahoogroups.com>
Sent: Friday, September 24, 2004 10:13 AM
Subject: [meshwork] novice advice on texturemapping


> my apologies if this is an identical question to a previous one, but my
lingo vocab is too
> poor to detect it.
>
> I'm trying to make a space ship for the excellent Oolite
(http://oolite.aegidian.org/) and
> apply textures as he describes in a tutoral.
>
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D preview
my object.
> the textures in almost every instance do not apply themselves in a flat
way according the
> the desired axis, and in many cases neglect to render several planes. the
result looks like
> an object with wrinkled skin missing several sides.
>
> is this a typical newbie fool's mistake?
>
> any advice would be superappreciated.
>
> also, is it only me and my copy that do not enjoy the option of
Apl-Z/undo, or is this a
> missing feature in Meshwork?
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>

#1186 From: "tobiasasphaug" <tobiasasphaug@...>
Date: Fri Sep 24, 2004 2:13 pm
Subject: novice advice on texturemapping
tobiasasphaug
Offline Offline
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my apologies if this is an identical question to a previous one, but my lingo
vocab is too
poor to detect it.

I'm trying to make a space ship for the excellent Oolite
(http://oolite.aegidian.org/) and
apply textures as he describes in a tutoral.

I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D preview my
object.
the textures in almost every instance do not apply themselves in a flat way
according the
the desired axis, and in many cases neglect to render several planes. the result
looks like
an object with wrinkled skin missing several sides.

is this a typical newbie fool's mistake?

any advice would be superappreciated.

also, is it only me and my copy that do not enjoy the option of Apl-Z/undo, or
is this a
missing feature in Meshwork?

#1185 From: Keith Wiley <kwiley@...>
Date: Tue Aug 24, 2004 2:11 pm
Subject: Re: OS9-OSX preview in Meshwork
lewiscarrollfan
Offline Offline
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>Another question, under OS9 a .3dmf file was (through quicktime?) viewable with
say
>SimpleText, has OSX something alike? Or even better, is there an easy
(preferable non-
>plugin) way to view it in a html-browser?
>
>
>
You can still view 3dmf files (the text variety any way) in OS X.  However, OS X
does some really really irritating automatic inference on files in an effort to
"help" you find the right application opening and reading various kinds of
files.  As an unfortunate result, you often cannot directly drop an obvious text
file onto TextEdit or the like because it fails to believe the file is
compatiable with a text editor.  Sheez!  I hate it.

The solution, which is tedious, is to Get Info on the file and alter the file's
opening application to the program you want, Simpletext, whatever.  Half the
time when you do that, the icon doesn't automatically change appropriately so it
doesn't look like anything is different, but after doing that you should be able
to open the file with a text editor.

The next time you edit the file with a different kind of program, it may revert
however, undoing your fix.

________________________________________________________________________
Keith Wiley                                kwiley@...
http://www.unm.edu/~keithw                 http://www.mp3.com/KeithWiley

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                            --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1184 From: Lars Jensen <larsjensen@...>
Date: Mon Aug 23, 2004 8:03 pm
Subject: Re: OS9-OSX preview in Meshwork
larsdjensen
Offline Offline
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> OS9- meshwork-preview looked just plainbetter (no blinking artifacts), is this
> a 'feature'? Quesa's problem? Thinghy under development?

In my experience, OS 9 and OS X render identically when using Quesa, but OS
9 renders significantly better than that when using Quickdraw3D. Higher
frame rates, less "jumpy" lighting, less scissoring of neighboring objects.

lj

#1183 From: "spnkrghol" <jemmet@...>
Date: Mon Aug 23, 2004 7:37 pm
Subject: OS9-OSX preview in Meshwork
spnkrghol
Offline Offline
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Ollah, been putering away for ages with Meshwork, and a tiny observation pops up
when
working with OSX.3.5 and Quesa in relation with the preview under OS9.xx. OS9-
meshwork-preview looked just plainbetter (no blinking artifacts), is this a
'feature'?
Quesa's problem? Thinghy under development?

Another question, under OS9 a .3dmf file was (through quicktime?) viewable with
say
SimpleText, has OSX something alike? Or even better, is there an easy
(preferable non-
plugin) way to view it in a html-browser?

much regards

#1182 From: Keith Wiley <kwiley@...>
Date: Thu Aug 5, 2004 7:45 pm
Subject: reproducable, unavoidable crash
lewiscarrollfan
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I am getting frequent crashes when using the Combine Overlaps command.
Sometimes it works, sometimes it doesn't, but when it doesn't it is
reproducable with the same model consistently, thereby preventing me from
making forward progress with my work.  Heres the crash log that it
produces:

**********

Host Name:      dhcp-40.cs.unm.edu
Date/Time:      2004-08-05 13:42:27 -0600
OS Version:     10.3.4 (Build 7H63)
Report Version: 2

Command: Meshwork
Path:    /Users/keithwiley/Programming/quesa/Meshwork/Meshwork
2.0.1/Meshwork
Version: ??? (???)
PID:     24039
Thread:  0

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:      KERN_PROTECTION_FAILURE (0x0002) at 0x00000014

Thread 0 Crashed:
0   Meshwork  0x0042a5b4 DetachEdge__6VertexFP4Edge + 0x44
1   Meshwork  0x0040fbd8 CollapseEdge__8MyWindowFP6VertexP6Vertex +
0x448
2   Meshwork  0x0044b2b0 DoCombine__8MyWindowFP11OperCombine + 0xbb0
3   Meshwork  0x0041a9ec HandleMenuSelection__8MyWindowFss + 0x15c
4   Meshwork  0x00424404 HandleMenuSelection__6AdvAppFss + 0x114
5   Meshwork  0x00409324 HandleMenuSelection__5MyAppFss + 0x54
6   Meshwork  0x00407fec HandleMouseEvent__7MoofAppFR11EventRecord +
0x9c
7   Meshwork  0x00424284 HandleMouseEvent__6AdvAppFR11EventRecord + 0xb4
8   Meshwork  0x00407b28 DispatchEvent__7MoofAppFR11EventRecord + 0x58
9   Meshwork  0x00407a80 GetAndHandleEvent__7MoofAppFl + 0x70
10  Meshwork  0x004078a8 Tick__7MoofAppFv + 0x48
11  Meshwork  0x00407078 main + 0x98

PPC Thread State:
   srr0: 0x0042a5b4 srr1: 0x0200f030                vrsave: 0x00000000
     cr: 0x2400241c  xer: 0x20000000   lr: 0x0040fbd8  ctr: 0x900f60a0
     r0: 0x00000000   r1: 0xbffff340   r2: 0x000bf000   r3: 0x00000000
     r4: 0x017cf1a0   r5: 0x0000001c   r6: 0x017cdba0   r7: 0x017cf47c
     r8: 0x017cdc20   r9: 0x017ec2b0  r10: 0x00000000  r11: 0xa02811f8
    r12: 0x017ccecc  r13: 0x00000000  r14: 0x00000000  r15: 0x00000000
    r16: 0x017cce94  r17: 0x017cce94  r18: 0x017e8430  r19: 0x017e8160
    r20: 0x017cf180  r21: 0x017e6a50  r22: 0x00000003  r23: 0x017e6b90
    r24: 0x00000003  r25: 0x00000000  r26: 0x00000000  r27: 0x000c2509
    r28: 0x017cdba0  r29: 0x017cf1a0  r30: 0x017c7d30  r31: 0x00000000

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D.framework/Versions/A/QD


________________________________________________________________________
Keith Wiley                                kwiley@...
http://www.unm.edu/~keithw                 http://www.mp3.com/KeithWiley

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                            --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1181 From: "Joseph J. Strout" <joe@...>
Date: Tue Aug 3, 2004 2:02 pm
Subject: Re: Oolite / RBElite / Hi Joe
joe@...
Send Email Send Email
 
Hi Giles!  Good to hear from you again.

At 10:49 AM +0000 8/3/04, gray39ghost wrote:

>My latest project has been to take up the Elite-remaking mantle and
>create Oolite, a fully fledged version of the original game.
>
>Oolite's website is at:
>
>http://oolite.aegidian.org/

Looks cool!  Thanks for making it available.

>I saw the work that had been done on RBElite in various places, do I
>take it that project is, if not dead, then pining for the fjords?

Yes, it died of apathy... please feel free to pick it up and run with
it.  I still think it has a lot of potential.

>What's the ETA on a new version of Meshwork?

I don't announce ETAs, so that I never miss them.  :)

Best,
- Joe

--
,------------------------------------------------------------------.
|    Joseph J. Strout         Check out the Mac Web Directory:     |
|    joe@...           http://www.macwebdir.com/            |
`------------------------------------------------------------------'

#1180 From: "gray39ghost" <aegidian@...>
Date: Tue Aug 3, 2004 10:49 am
Subject: Oolite / RBElite / Hi Joe
gray39ghost
Offline Offline
Send Email Send Email
 
Hi Joe,

Been a long time since I last has anything to say about Meshwork, but that's not
to say I
haven't been using and enjoying it since 1999!

My latest project has been to take up the Elite-remaking mantle and create
Oolite, a fully
fledged version of the original game.

Oolite's website is at:

http://oolite.aegidian.org/

Naturally, I used Meshwork to make all the models (which are allavailable in the
source
code).

I saw the work that had been done on RBElite in various places, do I take it
that project is,
if not dead, then pining for the fjords?

What's the ETA on a new version of Meshwork?

Hope all's well!

-- Giles Williams

(who previously used Meshwork & RealBASIC to create MeQanno - the only quake
model
editor ever released for the Mac).

#1179 From: Tyranitar <tyranitar@...>
Date: Sun Aug 1, 2004 6:24 am
Subject: Re: UV mapping con't, plus yahoo issues
millsaplorin
Offline Offline
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Likewise, I am also friends with him, though I am not a programmer.  I
haven't heard from him recently either.  I think meshwork needs a
plugin ability.  That way, you could and new import/export tools, and
just new tools period.  It would be nice if it could import/export
multiple flavors of DFX and 3DS.  And I think it should have more
color/texture labels for game development purposes.  Some games refer
to a model as separate models with names for the different parts, and
the texture naming could be used for that if there were more than 8
color/texture choices.
On Saturday, July 31, 2004, at 09:05 AM, Keith Wiley wrote:

> Well, yeah, I do owe him that.  We're friends actually.  I kinda
> figured, since the file format is ASCII and he explicitly explains it
> in
> full detail in the docs of the program, that he is practically inviting
> people to hack the file format for themselves, but I'll discuss it
> with him.
>
> BTW, is he around?  I've sent him a couple emails recently with no
> reply.  Perhaps he's on vacation or something.
>
> Tyranitar wrote:
>
>> I do agree, using the standard mapping in Meshwork is a bit tough.  I
>> never use it because it was too cumbersome, and the type of models I
>> do
>> not require it.  Also, before you write a program that directly writes
>> to Meshwork files, be certain you contact Joe first and clear any
>> details with him.
>> On Thursday, July 29, 2004, at 11:54 PM, Keith wrote:
>>
>>
>>
>>> Hmmm, I didn't even know there were any response.  Yahoo is not
>>> sending me any posts for this group.  I have my settings for
>>> individual email and I'm gettings posts for other yahoo groups.
>>> Sheez!
>>>
>>> Anyway.  Jeff, thanks for the response, and to the other guy (can't
>>> remember your name and can't see it since I'm using yahoo to write
>>> the
>>> message right now) I do mean UV mapping.  I suppose texture mapping
>>> is
>>> similar, but I am trying to assign uv coordinates to geometry
>>> vertices.  Therefore I am trying to map uv coordinates to vertices.
>>> Therefore, uv mapping.  I'm pretty sure that's the right term.
>>>
>>> So, thanks, I'll have to think about it.  Bottom line is I'll
>>> probably
>>> end up writing a little uv editing program that will let me easily
>>> edit uv coordinates, probably reading and writing the Meshwork file
>>> format directly so I can simply use it to properly map uv on an
>>> otherwise Meshwork file.
>>>
>>> Thanks.
>>>
>>>
>>>
>>> Meshwork Home: http://codenautics.com/meshwork/
>>> Mailing List:  http://www.egroups.com/group/meshwork/
>>>
>>> Yahoo! Groups Links
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>>
>>
>> Meshwork Home: http://codenautics.com/meshwork/
>> Mailing List:  http://www.egroups.com/group/meshwork/
>>
>> Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>>
>
> --
>
> _______________________________________________________________________
> _
> Keith Wiley                                kwiley@...
> http://www.unm.edu/~keithw
> http://www.mp3.com/KeithWiley
>
> "Yet mark his perfect self-contentment, and hence learn his lesson,
> that to be self-contented is to be vile and ignorant, and that to
> aspire is better than to be blindly and impotently happy."
>                                            --  Edwin A. Abbott,
> Flatland
> _______________________________________________________________________
> _
>
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>

#1178 From: Keith Wiley <kwiley@...>
Date: Sat Jul 31, 2004 4:05 pm
Subject: Re: UV mapping con't, plus yahoo issues
lewiscarrollfan
Offline Offline
Send Email Send Email
 
Well, yeah, I do owe him that.  We're friends actually.  I kinda
figured, since the file format is ASCII and he explicitly explains it in
full detail in the docs of the program, that he is practically inviting
people to hack the file format for themselves, but I'll discuss it with him.

BTW, is he around?  I've sent him a couple emails recently with no
reply.  Perhaps he's on vacation or something.

Tyranitar wrote:

>I do agree, using the standard mapping in Meshwork is a bit tough.  I
>never use it because it was too cumbersome, and the type of models I do
>not require it.  Also, before you write a program that directly writes
>to Meshwork files, be certain you contact Joe first and clear any
>details with him.
>On Thursday, July 29, 2004, at 11:54 PM, Keith wrote:
>
>
>
>>Hmmm, I didn't even know there were any response.  Yahoo is not
>>sending me any posts for this group.  I have my settings for
>>individual email and I'm gettings posts for other yahoo groups.  Sheez!
>>
>>Anyway.  Jeff, thanks for the response, and to the other guy (can't
>>remember your name and can't see it since I'm using yahoo to write the
>>message right now) I do mean UV mapping.  I suppose texture mapping is
>>similar, but I am trying to assign uv coordinates to geometry
>>vertices.  Therefore I am trying to map uv coordinates to vertices.
>>Therefore, uv mapping.  I'm pretty sure that's the right term.
>>
>>So, thanks, I'll have to think about it.  Bottom line is I'll probably
>>end up writing a little uv editing program that will let me easily
>>edit uv coordinates, probably reading and writing the Meshwork file
>>format directly so I can simply use it to properly map uv on an
>>otherwise Meshwork file.
>>
>>Thanks.
>>
>>
>>
>>Meshwork Home: http://codenautics.com/meshwork/
>>Mailing List:  http://www.egroups.com/group/meshwork/
>>
>>Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>
>
>
>
>Meshwork Home: http://codenautics.com/meshwork/
>Mailing List:  http://www.egroups.com/group/meshwork/
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>

--

________________________________________________________________________
Keith Wiley                                kwiley@...
http://www.unm.edu/~keithw                 http://www.mp3.com/KeithWiley

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                            --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1177 From: Tyranitar <tyranitar@...>
Date: Sat Jul 31, 2004 4:29 am
Subject: Re: UV mapping con't, plus yahoo issues
millsaplorin
Offline Offline
Send Email Send Email
 
I do agree, using the standard mapping in Meshwork is a bit tough.  I
never use it because it was too cumbersome, and the type of models I do
not require it.  Also, before you write a program that directly writes
to Meshwork files, be certain you contact Joe first and clear any
details with him.
On Thursday, July 29, 2004, at 11:54 PM, Keith wrote:

> Hmmm, I didn't even know there were any response.  Yahoo is not
> sending me any posts for this group.  I have my settings for
> individual email and I'm gettings posts for other yahoo groups.  Sheez!
>
> Anyway.  Jeff, thanks for the response, and to the other guy (can't
> remember your name and can't see it since I'm using yahoo to write the
> message right now) I do mean UV mapping.  I suppose texture mapping is
> similar, but I am trying to assign uv coordinates to geometry
> vertices.  Therefore I am trying to map uv coordinates to vertices.
> Therefore, uv mapping.  I'm pretty sure that's the right term.
>
> So, thanks, I'll have to think about it.  Bottom line is I'll probably
> end up writing a little uv editing program that will let me easily
> edit uv coordinates, probably reading and writing the Meshwork file
> format directly so I can simply use it to properly map uv on an
> otherwise Meshwork file.
>
> Thanks.
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>

#1176 From: "Keith" <kwiley@...>
Date: Fri Jul 30, 2004 6:54 am
Subject: UV mapping con't, plus yahoo issues
lewiscarrollfan
Offline Offline
Send Email Send Email
 
Hmmm, I didn't even know there were any response.  Yahoo is not
sending me any posts for this group.  I have my settings for
individual email and I'm gettings posts for other yahoo groups.  Sheez!

Anyway.  Jeff, thanks for the response, and to the other guy (can't
remember your name and can't see it since I'm using yahoo to write the
message right now) I do mean UV mapping.  I suppose texture mapping is
similar, but I am trying to assign uv coordinates to geometry
vertices.  Therefore I am trying to map uv coordinates to vertices.
Therefore, uv mapping.  I'm pretty sure that's the right term.

So, thanks, I'll have to think about it.  Bottom line is I'll probably
end up writing a little uv editing program that will let me easily
edit uv coordinates, probably reading and writing the Meshwork file
format directly so I can simply use it to properly map uv on an
otherwise Meshwork file.

Thanks.

#1175 From: Tyranitar <tyranitar@...>
Date: Wed Jul 28, 2004 12:21 am
Subject: Re: uv mapping followup
millsaplorin
Offline Offline
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What do you mean by uv mapping?  Do you mean texture mapping, or the
alpha mask.  I have never used texture mapping before, but uv mapping
sounds like a pc term.  If you mean texture mapping, say texture
mapping or tex mapping.
On Tuesday, July 27, 2004, at 03:21 PM, Keith Wiley wrote:

> Joe, can you justify Meshwork's uv behavior for me.  I don't understand
> why the program intentionally reverts uv coordinates in the first
> place.
> uv coordinates are on a vertex by vertex basis.  Aside from asthetic
> issues, they are completely independent of all over uv coordinates.
> You
> can theoretically make any vertex's uv coordinate anything you want,
> without regard for any other uv coordinates.
>
> Therefore, if I select a subset of vertices and create a uv mapping to
> those vertices, then I don't see any reason why those uv mappings
> should
> ever be automatically changed just because a completely different
> subset
> of vertices is given a different mapping on the same texture.
>
> I think Meshwork would be a lot easier to use if it didn't have this
> feature, but the funny thing is that it must be an intentional feature,
> which really confuses me.  I can't for the life of me imagine why the
> program does this in the first place.  Is there ever a situation where
> this is beneficial?
>
> Is there a good reason I'm not aware of?  I think the only way I'm
> going
> to be able to get the uv mapping I want is to write my own uv mapping
> software, but Meshwork has all the infrastructure in place.  It would
> be a
> lot easier to just turn that feature off,recompile, and release a new
> version for me...or anyone else who would find it useful.
>
> In short, all I need the program to do, is apply any given mapping
> command
> to only the visible vertices and simply ignore the hidden vertices --
> just
> don't change their present uv values, just leave them as they are.  How
> hard is that, right?  This must be possible, right?
>
> Final thought, perhaps I can hack the behavior I want by using a backup
> copy of the Meshwork file, and copying over the uv coordinates that I
> didn't want mangled after the new mapping is assigned, but again, why
> should such tedium be necessary to circumvent an intentional feature?
>
> Thanks for any explanation.  I'm confused at the moment.
>
> Cheers!
>
> _______________________________________________________________________
> _
> Keith Wiley                                kwiley@...
> http://www.unm.edu/~keithw
> http://www.mp3.com/KeithWiley
>
> "Yet mark his perfect self-contentment, and hence learn his lesson,
> that to be self-contented is to be vile and ignorant, and that to
> aspire is better than to be blindly and impotently happy."
>                                            --  Edwin A. Abbott,
> Flatland
> _______________________________________________________________________
> _
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>

#1174 From: Jeff Quan <jquan@...>
Date: Tue Jul 27, 2004 10:47 pm
Subject: Re: uv mapping
jeffq_cnet
Offline Offline
Send Email Send Email
 
On Jul 27, 2004, at 3:09 PM, Keith Wiley wrote:
> I don't understand the circumstances under which Meshwork reverts all
> the
> UV coordinates.  I select a portion of the model, hide the rest,
> assign a
> mapping, show all, select a new portion, hide the rest, assign a
> mapping
> to that, and for some reason Meshwork has altered the previous UV
> coordinates even though they aren't related to the new coordinates.  In
> some cases I have disconnected portions of a model using the same
> texture
> and I thought that at least in that case it would work, but it doesn't.
> It reverts all the UV coordinates for the entire model everything I
> assign
> a mapping to some subset of the vertices.
>
> Is there anything that can be done about this?

Unfortunately, not in the current incarnation of Meshwork. Perhaps the
next version will add this functionality.
If you describe what you want to tile, perhaps there's a workaround.
There are ways of getting that repeating-tile effect without dedicating
an entire material to it, although none are as easy selecting subsets
of vertices.

==
Jeff Quan
jquan@...

#1173 From: Keith Wiley <kwiley@...>
Date: Tue Jul 27, 2004 10:21 pm
Subject: uv mapping followup
lewiscarrollfan
Offline Offline
Send Email Send Email
 
Joe, can you justify Meshwork's uv behavior for me.  I don't understand
why the program intentionally reverts uv coordinates in the first place.
uv coordinates are on a vertex by vertex basis.  Aside from asthetic
issues, they are completely independent of all over uv coordinates.  You
can theoretically make any vertex's uv coordinate anything you want,
without regard for any other uv coordinates.

Therefore, if I select a subset of vertices and create a uv mapping to
those vertices, then I don't see any reason why those uv mappings should
ever be automatically changed just because a completely different subset
of vertices is given a different mapping on the same texture.

I think Meshwork would be a lot easier to use if it didn't have this
feature, but the funny thing is that it must be an intentional feature,
which really confuses me.  I can't for the life of me imagine why the
program does this in the first place.  Is there ever a situation where
this is beneficial?

Is there a good reason I'm not aware of?  I think the only way I'm going
to be able to get the uv mapping I want is to write my own uv mapping
software, but Meshwork has all the infrastructure in place.  It would be a
lot easier to just turn that feature off,recompile, and release a new
version for me...or anyone else who would find it useful.

In short, all I need the program to do, is apply any given mapping command
to only the visible vertices and simply ignore the hidden vertices -- just
don't change their present uv values, just leave them as they are.  How
hard is that, right?  This must be possible, right?

Final thought, perhaps I can hack the behavior I want by using a backup
copy of the Meshwork file, and copying over the uv coordinates that I
didn't want mangled after the new mapping is assigned, but again, why
should such tedium be necessary to circumvent an intentional feature?

Thanks for any explanation.  I'm confused at the moment.

Cheers!

________________________________________________________________________
Keith Wiley                                kwiley@...
http://www.unm.edu/~keithw                 http://www.mp3.com/KeithWiley

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                            --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1172 From: Keith Wiley <kwiley@...>
Date: Tue Jul 27, 2004 10:09 pm
Subject: uv mapping
lewiscarrollfan
Offline Offline
Send Email Send Email
 
I have seen Jeff's tutorials, but for now I don't want to unwrap
everything into a square.  I actually want to reuse large portions of the
map in a tiling fashion to get high resolution on the surface of the
model.

I don't understand the circumstances under which Meshwork reverts all the
UV coordinates.  I select a portion of the model, hide the rest, assign a
mapping, show all, select a new portion, hide the rest, assign a mapping
to that, and for some reason Meshwork has altered the previous UV
coordinates even though they aren't related to the new coordinates.  In
some cases I have disconnected portions of a model using the same texture
and I thought that at least in that case it would work, but it doesn't.
It reverts all the UV coordinates for the entire model everything I assign
a mapping to some subset of the vertices.

Is there anything that can be done about this?

________________________________________________________________________
Keith Wiley                                kwiley@...
http://www.unm.edu/~keithw                 http://www.mp3.com/KeithWiley

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                            --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1171 From: "millsaplorin" <tyranitar@...>
Date: Thu Jul 22, 2004 5:25 am
Subject: Re: sims .skn export anytime soon?
millsaplorin
Offline Offline
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Joe, in your next version, do you think it could be possible to add a plugin
capability, so that adding new exporters would be simpler and more integrated. 
Then
people could write custom import/export programs, and they could be integrated
into meshwork.  Plugins would be a great way to keep meshwork simple, while
adding
functionality.

--- In meshwork@yahoogroups.com, "Joseph J. Strout" <joe@s...> wrote:
> At 2:10 AM +0000 1/17/04, Jess wrote:
>
> >Don't want to bug anyone, but I've got a few projects I can't work
> >on until I have a mac program that lets me make skn files for
> >TheSims. I've heard that the export freature is in the works and I'd
> >just like to know how far it's gotten, that sort of thing. ;-)
>
> Unfortunately, I have to report that this feature is on hold.  I'm in
> the middle of a complete rewrite of Meshwork, to fix some things that
> I have long wanted to fix.  But new importers & exporters will have
> to wait for that to be done first.
>
> In the meantime, your best bet is probably to find someone clever to
> make a translator (something that reads Meshwork files and spits out
> SKN).  Unfortunately SKN is a very difficult format to work with, so
> this is not a trivial job.
>
> Best,
> - Joe
>
> --
>
> ,------------------------------------------------------------------.
> |    Joseph J. Strout         Codenautics: quality Mac software    |
> |    joe@s...           http://codenautics.com/              |
> `------------------------------------------------------------------'

#1170 From: "Joseph J. Strout" <joe@...>
Date: Sat May 1, 2004 7:51 pm
Subject: Re: Tiling
joe@...
Send Email Send Email
 
At 1:07 PM -0400 5/1/04, Daniel Lurie wrote:

>If I assign a u,v greater than 1, will it make the texture repeat?

That's up to the engine doing the rendering, but with every rendering
engine I've ever seen, yes, it will.

Cheers,
- Joe

--
,------------------------------------------------------------------.
|    Joseph J. Strout         Check out the Mac Web Directory:     |
|    joe@...           http://www.macwebdir.com/            |
`------------------------------------------------------------------'

#1169 From: Jeff Quan <jquan@...>
Date: Sat May 1, 2004 7:00 pm
Subject: Re: Tiling
jeffq_cnet
Offline Offline
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On May 1, 2004, at 10:07 AM, Daniel Lurie wrote:
> If I assign a u,v greater than 1, will it make the texture repeat?
>

Yep.


Jeff Quan
jquan@...

#1168 From: Daniel Lurie <dl1021@...>
Date: Sat May 1, 2004 5:07 pm
Subject: Tiling
eirulleinad
Offline Offline
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If I assign a u,v greater than 1, will it make the texture repeat?

============
Daniel R. Lurie
============

#1167 From: Robert Steely <robsteely@...>
Date: Sat Apr 17, 2004 10:43 pm
Subject: Re: Re: >_< 3DS import Re: Re: >_< 3DS import
robsteely@...
Send Email Send Email
 
On Apr 17, 2004, at 12:34 PM, Phil Atkin wrote:

> So - could somebody let me know what fourcc to set as the file types
> (I can do this in
> DefaultFolder) so that meshwork will open 3DS files?
>
The easiest way to find out what file type Meshwork expects a 3DS file
to be is to export a model as 3DS and examine its file type. Meshwork
sets them as follows:

Type: 3DSM
Creator: ????

> And can I also add my voice to the 'its better to let it try to open
> them' school of
> thought for the next revision.

At the very least, Meshwork should attempt to import any file that has
a .3DS extension regardless of file type. That way, we can at least
correct it ourselves from the Finder instead of monkeying with the
metadata. If it really wasn't a 3DS file and Meshwork's import fails,
that's fine with me.

Bob

#1166 From: "Phil Atkin" <philatkin@...>
Date: Sat Apr 17, 2004 4:34 pm
Subject: Re: Re: >_< 3DS import Re: Re: >_< 3DS import
mobilesceneg...
Offline Offline
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I just installed DefaultFolder as suggested, couldn't via any combination of
ctrl option
or 'apple' get the 3DS files to appear anything other than greyed out. I also
just got
the 3 droplets discussed earlier but they are classic-only and I have no
interest in
running classic anymore.

So - could somebody let me know what fourcc to set as the file types (I can do
this in
DefaultFolder) so that meshwork will open 3DS files?

And can I also add my voice to the 'its better to let it try to open them'
school of
thought for the next revision.

Phil

#1165 From: Donald Watson <hyperdon@...>
Date: Thu Mar 25, 2004 1:52 am
Subject: Re: Re: >_< 3DS import
biomedbart
Offline Offline
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Jeffrey,

I have in my collection three applescript droplets that may be of use
to you. I can't right now remember where I found them or I would simply
direct you there. They were specifically designed to fix files that
were sent from a PC to a Mac or downloaded from the internet. Together
they are less than 100 kb. I would be glad to send them to you if you
are interested.

One droplet fixes 3ds files, the second .obj files and the third does
.dxf files. Let me know....

HTH
Regards,
Don

On Mar 24, 2004, at 4:59 PM, Jeffrey Greenland wrote:

> The files in question were from a zip file off a Windows PC.
> Safari seems to have no useful file helper preferences...

#1164 From: "Jeffrey Greenland" <darkoceangames@...>
Date: Wed Mar 24, 2004 9:59 pm
Subject: Re: >_< 3DS import
darkoceangames
Offline Offline
Send Email Send Email
 
> All files on the Mac have a file type; but if you haven't set up your
> browser/PC-exchange settings properly, it may not have the *right*
> file type.  Just fix them (or fix your settings so you don't have to
> keep doing it).

The files in question were from a zip file off a Windows PC.
Safari seems to have no useful file helper preferences...

> Because Meshwork would get very confused, and perhaps even crash, if
> you tried to open a picture or database or MP3 file as a 3DS.  File
> type filters are a good thing; they're there to make your life
> easier.  If you're getting files that are improperly typed, you
> should fix that, not rail against apps which look for the correct
> type.

That is understandable... But consider for a moment which is more annoying:
A. an app that opens a file the user tells it to but is INCORRECT and crashes
or
B. an app that should be able to open a CORRECT file but does not

Also, I don't think there is a Mac version of 3DSmax and I don't know how the
average user
would be expected to know what four-character file type it should be as most
don't even
know they exist.  My point is that these files can come from dozens of different
3D
applications on different operating systems and Meshwork should be mindful of
this.
It would be nice, instead of downright refusing to open a file that the user
knows it is fully
capible of doing, if Meshwork displayed a caution dialog if the file-type or
suffix is not
what it should be... maybe even offer to correct it.  Many applications do this.

I'm not trying to "Rail" on this awesome application, I'm meerely telling you
that when it
comes in omporting files, it is almost as obnoxious as I am.  Stop being so
defensive.  This
is the best shareware application I ever purchaced and I use it on a daily
basis...
Hell, I'd buy it again if Undo came back and it was not so picky about file
types.

Who else would?

#1163 From: "Joseph J. Strout" <joe@...>
Date: Wed Mar 24, 2004 8:54 pm
Subject: Re: >_< 3DS import
joe@...
Send Email Send Email
 
At 8:30 PM +0000 3/24/04, Jeffrey Greenland wrote:

>It's the same thing for DXF import.  It oddly enough, accepts Adobe
>Illustrator files and
>nothing else...  so I end up having to copy an illustrator file and
>then use BBEdit to carve
>out it's contents and paste in the DXF data...

Er... a much better solution would be to use a file typer utility
(such as FileTyper) to just fix the broken DXF files.  Then, fix your
browser settings so that when you download such files in the future,
they get the right type assigned.

Or if you really want, you can get a system extension such as
DefaultFolder that allows you to hold a modifier key down in any file
dialog, and select any file even if it doesn't have the right type.

Cheers,
- Joe

--
,------------------------------------------------------------------.
|    Joseph J. Strout         Check out the Mac Web Directory:     |
|    joe@...           http://www.macwebdir.com/            |
`------------------------------------------------------------------'

#1162 From: "Joseph J. Strout" <joe@...>
Date: Wed Mar 24, 2004 8:52 pm
Subject: Re: >_< 3DS import
joe@...
Send Email Send Email
 
At 4:48 AM +0000 3/24/04, Jeffrey Greenland wrote:

>What I find extremely frustrating is the inability to import 3DS files...
>I know its in the menu... it's might even work.
>But how will I ever know if it does not let me select the file?
>There all grayed out!

That just means that your 3DS files have the wrong file type.  That
often happens when you download them from the net.

>....if it's a 3DS file off the internet/PC, why would it have a
>creator code/file type?

All files on the Mac have a file type; but if you haven't set up your
browser/PC-exchange settings properly, it may not have the *right*
file type.  Just fix them (or fix your settings so you don't have to
keep doing it).

>How come I can't open it??

Because it has the wrong file type.

>Why can't the import functions use all/???? file types?

Because Meshwork would get very confused, and perhaps even crash, if
you tried to open a picture or database or MP3 file as a 3DS.  File
type filters are a good thing; they're there to make your life
easier.  If you're getting files that are improperly typed, you
should fix that, not rail against apps which look for the correct
type.

Cheers,
- Joe

--

,------------------------------------------------------------------.
|    Joseph J. Strout         Codenautics: quality Mac software    |
|    joe@...           http://codenautics.com/              |
`------------------------------------------------------------------'

#1161 From: "Jeffrey Greenland" <darkoceangames@...>
Date: Wed Mar 24, 2004 8:30 pm
Subject: Re: >_< 3DS import
darkoceangames
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It's the same thing for DXF import.  It oddly enough, accepts Adobe Illustrator
files and
nothing else...  so I end up having to copy an illustrator file and then use
BBEdit to carve
out it's contents and paste in the DXF data...
--- In meshwork@yahoogroups.com, "Jeffrey Greenland" <darkoceangames@y...>
wrote:
> What I find extremely frustrating is the inability to import 3DS files...
> I know its in the menu... it's might even work.
> But how will I ever know if it does not let me select the file?  There all
grayed out!
> ....if it's a 3DS file off the internet/PC, why would it have a creator
code/file type?
>
> How come I can't open it??
> Why can't the import functions use all/???? file types?  Unless I ResEdit them
all before
> importing.  They don't always match up. >_<
>
> ..or am I missing something?

#1160 From: "Jeffrey Greenland" <darkoceangames@...>
Date: Wed Mar 24, 2004 4:48 am
Subject: >_< 3DS import
darkoceangames
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What I find extremely frustrating is the inability to import 3DS files...
I know its in the menu... it's might even work.
But how will I ever know if it does not let me select the file?  There all
grayed out!
....if it's a 3DS file off the internet/PC, why would it have a creator
code/file type?

How come I can't open it??
Why can't the import functions use all/???? file types?  Unless I ResEdit them
all before
importing.  They don't always match up. >_<

..or am I missing something?

#1159 From: Jeff Quan <jquan@...>
Date: Sun Feb 29, 2004 6:38 am
Subject: Interesting way to handle UV unwrapping
jeffq_cnet
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Hi all,
I just came across an interesting app which does UV unwrapping. It's a
Windows app called Unwrap3D. You can find it here:
<http://www.unwrap3d.com/index.html>

Now it's not the program that caught my eye, but rather the tutorials
showing how it handles UV. This one in particular:
<http://www.geocities.com/jhocking15213/unwrap/tutorial_char.html>

If you read through the tutorial, you'll notice how it handles building
a single UV map by selecting groups of vertices and telling it to
unwrap via the standard planar/cylindrical/spherical projections, which
you can then translate however you want to fit within the material.

What's really appealing to me is that it takes the basic functionality
of Meshwork's materials and takes it a step further, allowing one to
combine multiple unwraps into one material by using projections similar
to Meshwork's material mapping. It looks like the app remembers each
selection selection group, allowing one to scale/move/rotate the whole
group at once. Imagine if Meshwork's texture window did that -- no need
for a fancy unfolding polytope algorithm, just use what Meshwork
already has!

I haven't read through the other tutorials, but this process seems to
be ideal for Meshwork. I thought I just throw this out there and see
what sticks.


==
Jeff Quan
jquan@...

#1158 From: Seth Willits <seth@...>
Date: Thu Jan 29, 2004 6:53 am
Subject: Re: Re: DTS & Model Quality & Such
seth@...
Send Email Send Email
 
On Jan 28, 2004, at 10:51 PM, Seth Willits wrote:

> On Jan 28, 2004, at 10:14 PM, Jeffrey Greenland wrote:
>
>> Five bucks says I have the best model ever. ^_^  I will donate it for
>> your twisted
>> experiments if you want to make a converter.
>
> lol. I was really wondering mostly for believability that it was a
> good idea to work on it, but I'll take you up on it if I do.

My point being that this is the kind of stuff used in Torque and done
with DTS:
http://www.garagegames.com/mg/snapshot/view.php?qid=681


Seth Willits
------------------------------------------------------------------------
---
President and Head Developer of Freak Software - http://www.freaksw.com
REALbasic Guru at ResExcellence - http://www.resexcellence.com/realbasic
Webmaster for REALbasic Game Central - http://www.freaksw.com/rbgames

"Few are those who see with their own eyes and feel with their own
hearts."
      -- Albert Einstein
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