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Sayd Ûthman said:
Would be nice (if possible) to have normalmap and specular shown in the preview screen

Isn't it like that already? You should be able to enable/disable normalmap and specular map when you look at a mesh which uses a material with them. Try disabling the (color) texture map to see more clearly what difference they make.

About the Undo command: you are right, it would be useful, but it is a bit of a mess...
 
This may fall into the "if its not broke don't fix it category" but,
How about a 'preserve hard-edges' option inside the 'Recompute Normals' dialog box?.

As you know I am a big fan of the recompute normals function in Openbrf,
I have been creating models with UV-borders that lie where I want my hard-edges to be along with the 'Keep texture seams hard' option.
Importing this model back into Maya and then transferring the regular UV's back onto the model from another one, (then back into Openbrf).
This way I can control where the hard edges are independently of the UV-borders and angles.

It helps so very much!.
nromals.jpg
 
What about using a CVS for managing your OpenBRF code?
Options like Github are secure, stable, simply to follow and free for open source projects.

We can see your Changeset with diffs, you can upload it easily and has options for branching (sort of stable/ dev)
Take it an eye:
Code:
https://github.com/github/testrepo

Another cool thing is that allows linking directly to zipballs (as you're currently doing in your own web space)
Code:
[URL=https://github.com/github/testrepo/zipball/master]https://github.com/github/testrepo/zipball/master[/URL]

But you can link them to determined versions, and you can count that will be online for a lot more of time.
You know that Internet is a fast monster that changes at every moment. So you can ensure the availability of the code for future generations of modders.
 
The new "paste lower" for animations looks really useful. Could we also get a mirror symmetrical (the animation is mirrored along the vertical center, but the bones stay on the correct side) and a reverse as well?
 
MadocComadrin said:
The new "paste lower" for animations looks really useful. Could we also get a mirror symmetrical (the animation is mirrored along the vertical center, but the bones stay on the correct side) and a reverse as well?
That would be very useful.
 
Hi, thanks for this pretty useful tool.

Just FYI, apparently it leaves stuff on the clipboard and that leads to weird problems and crashes. Each time I try to copy/paste anything, I have to delete the stuff on the clipboard manually first.

I didn't see a bugs section so posted here.
 
Lord Kinlar said:
Just FYI, apparently it leaves stuff on the clipboard and that leads to weird problems and crashes. Each time I try to copy/paste anything, I have to delete the stuff on the clipboard manually first.

I didn't see a bugs section so posted here.

Thanks for reporting! Not sure what is causing the issue (all works normal here) but I've tried to address this "blindly" in the latest version (0.0.67). Maybe it is gone, maybe not.

You're right about the bug section. Added it. (I wanted to move your post there but it didn't seem to work).


Ikaguia, Computica, MadocComadrin: added that mirror tool in the last version!
 
mtarini said:
I've tried to address this "blindly" in the latest version (0.0.67). Maybe it is gone, maybe not.

It seemed to me that the clipboard isn't cleared before each cut or copy command and before exiting the program. HTH
 
Just an idea....
A way to let openBRF import....
3ds
Blend
Lwo
X
MAX
and Wings files.
That way you could rig a MAX mesh and import it (fully rigged) for MB. You could also then import a rigged mesh statically, to remove the rigging that may have been on there previously.
 
Specialist said:
Just an idea....
A way to let openBRF import....
3ds
Blend
Lwo
X
MAX
and Wings files.
That way you could rig a MAX mesh and import it (fully rigged) for MB. You could also then import a rigged mesh statically, to remove the rigging that may have been on there previously.

Import for MAX files would be really nice, indeed.
 
I was using the new LOD calculating feature and while it sometimes works correctly, sometimes messes the models really badly, can there something be done to refine it a bit?

That aside, when using the LOD calculating feature, only the first frame of the vertex animated models (eg. bows, sheaths, etc) are LODed. It would be really nice to LOD the whole animation.
 
guspav said:
I was using the new LOD calculating feature and while it sometimes works correctly, sometimes messes the models really badly, can there something be done to refine it a bit?

That aside, when using the LOD calculating feature, only the first frame of the vertex animated models (eg. bows, sheaths, etc) are LODed. It would be really nice to LOD the whole animation.
The LOD calculator, for me at least, makes giant holes in the model. :/
I messed with settings a bit, and got a little better, but it doesn't match handmade. :razz:

If you  could fix that, I'd be a happy camper
 
I got some:
group move- when importing "anything from brf" would be usefull in large brf files
copy/paste vertex color (or import .wings files would be even better)- I use wings, either I have to export, import, vert paint, export import and all that on original item and at least 2 lods, or I have to quit vertex painting.
edit:
targent directions for 1011 format- I noticed that some items inside BRF files (and they are very old) have tar.dir. and when I try to save it in newest openBRF it says that you cant save it. It seems that some oldest version could...
Meh, I can save it but it does not work. Nevermind.
 
iggorbb said:
copy/paste vertex color (or import .wings files would be even better)- I use wings, either I have to export, import, vert paint, export import and all that on original item and at least 2 lods, or I have to quit vertex painting.
That would be very useful to me: sometimes I only want to adjust the UV map of a native mesh to a new texture or tweak the positions of some vertices slightly, and the .obj format is much more convenient than .ply, which seems prone to messing things up. It seems like it should be quite simple if the mesh is in exactly the same configuration, but might give strange results if vertices were deleted (which wouldn't matter).
 
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