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Work in Progress / 3DPaint V1.02(beta)

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OldPMan
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Posted: 8th Nov 2010 00:54 Edited at: 3rd Dec 2010 23:13

V1.02(beta)


Special thanks to Green Gendalf for the help and knowledge,
Sven B for Image Kit plugin
and EVOLVED for shaders .



3DPaint - a program designed to
modifying textures (format. dds size 1024x1024)
object (format. X no more than 4000 triangles) with a pre-unwrapped UV.
To import in 3DPaint suitable objects do not contain the limbs (in this version 3Dpaint).


Management:
Mouse:

rightmouse doubleclick = direction of the camera to the point of click.
mousewheel = increase.
mousewheel pressing and holding + movement of the mouse = camera rotation around the point (alternative CONTROLKEY mouse movement).

Keyboard:

SPACE KEY = SELECT triangle on which the mouse is hovering over.
SHIFT KEY = DESELECT triangle on which the mouse is hovering over.
CONTROLKEY movement of the mouse = camera rotation around a point.
KEYS 1 to 7 = choice of material to be applied to an object.
KEY 0 = preservation of material changes in the application root directory with the names (exiT.dds) and (exit_n.dds).
F1 = wire on.
F2 = wire off.
ENTER = selected triangles to fill the current material or color.
KEY U = display scanning UV.


Description of the features of this version:

1. In order that-be to open their own textures you need to have in one folder are two files "Name". DDS (diffuse map with transparency in alpha chanel) and "name" _N.DDS (normal map with specular in alpha chenel).
2. When disconnecting any specific channel (diffuse, normal, alpha or specular) texture data on the current fill triangles are taken from the color panel containing diffuse, normal, alpha and specular parameters with sliders from 0 to 255.

3DpaintV1.02(beta).rar(24.36 Mb)

3DpaintV1.02(beta).zip(29.74 Mb)

3DpaintV1.02(beta)+add.rar(93.63 Mb)

3DpaintV1.02(beta)+add.zip(108.66 Mb)


download count - 43









3DPaint_V1.015(alpha)_VIDEO_LINK

view count - 54


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Eminent
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Posted: 8th Nov 2010 18:09
OOOHHHHH shiny. When you paint the texture in the object the uvmap gets painted too right?


OldPMan
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Posted: 8th Nov 2010 19:43 Edited at: 13th Nov 2010 09:49
Eminent
Quote: "OOOHHHHH shiny"
- thanks

Quote: "When you paint the texture in the object the uvmap gets painted too right?"
- so yes.


Unfortunately I can not answer your questions for a while.
how many do not know.
I lost my computer in early October and wrote this program to another computer (my brother). And now I have to deprive this possibility, too.
Use as it is. As soon as I find the opportunity to continue I will let you know. (ooohhhh how I still have plans ).

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DVader
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Posted: 11th Nov 2010 18:44
Looks good! Doesn't seem to have an option to load objects that I could see, and not seen any instructions as to how to put a different one in (just textures). I guess from your last post you are not available to answer but thought I'd ask anyway
This sure would help me in UV mapping as I hate the process of doing it in a 2d paint package and keep checking how that looks in the 3d package, add finitum.
Especially as my paint package tends to die after random taskswaps Hope you continue with it as I should think everyone who has the thorny issue of trying to make their own media must hate uvw mapping as much as me!

http://s6.bitefight.org/c.php?uid=103081
OldPMan
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Posted: 11th Nov 2010 22:14 Edited at: 13th Nov 2010 09:47
DVader- have the opportunity to respond to you.

with regard to loading object - read the readme.txt of the download from the first post.
agree that - UV in 2D is very difficult if you do not see at this very object.
Unfortunately for now the program needs preUnwrapped objects, but I'll be working on their own UVmapper. I do not think that he would fully automatically lay out UV, but for sure he will do a great job for you. I already have some ideas how to implement it.

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Stab in the Dark software
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Posted: 12th Nov 2010 16:32
RUSSIA Impressive work.It runs a little slow on my machine,are you using the D3D dll for screen text if not could be the reason.I am getting about 12 fps on average.

Custom,intel 3.0GHz Hyper Threaded,4GB RAM,ATI X1500 256mb,
WindowsXP DBpro v7.5 Synergy
The coffee is lovely dark and deep,and I have code to write before I sleep.
OldPMan
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Posted: 13th Nov 2010 08:18 Edited at: 13th Nov 2010 09:47
Stab in the Dark software - Thanks.
likely to FPS - affects shaders Evolved. I'll think what to replace them.I took Evolved shaders as they are ready for use. I myself is not strong in shaders.
I have an average FPS = 100. my video card NvGeForse9800.

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OldPMan
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Posted: 13th Nov 2010 09:46
Stab in the Dark software
Quote: "I am getting about 12 fps on average."

Under what conditions you have 12 frames?
How many FPS you when the mouse is hovering over the backdrop?
I want to know what hinders the application.

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DVader
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Posted: 13th Nov 2010 16:57
I have looked at the readme, I already had checked it out, but checked again to make sure I hadn't missed anything. All I can see is it needs to be .x, pre uvmapped and less than 4000 polys (Yikes!) I cannot see where you are supposed to put the .x object or if you have to name it anything in particular. There are 2 .x files in the main folder and 50 more in the lib_objects folder. So I am not sure what to call it, or where to put it so it loads at the start instead of your girder type object.
I am getting 25 fps or more at the min on it, but highly doubt the 3 lines of text on screen are the major culprit as suggested above. Text does slow things down a little but 3 lines? Doubtful its losing more than 1 or 2 fps at most off it. I suggest it is the X1500 that is a little underpowered these days. I am running a geforce 7900 GT which is a fair bit quicker and still feel my video card is one of my pc's weaker links.

http://s6.bitefight.org/c.php?uid=103081
OldPMan
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Posted: 13th Nov 2010 18:26
I do not quite understand.
you want your object is loaded first by default?
just put it in the folder next to the 3dpaint.exe and call it 2.X

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OldPMan
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Posted: 13th Nov 2010 18:37 Edited at: 13th Nov 2010 18:42
And if you just want to open an object - look at this picture in top right




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