Star Trek Builders Unite 3 “Runtime Amok”

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  • ThalekThalek Posts: 318
    edited December 1969

    "Now I know why it's called 'she'." Kirk--The Naked Time.

  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    Lord Iffy said:
    I seem to be having a weird rendering issue with the MM JJ-USS Federation.

    When it is pre-rendered, everything looks okay and nice, but when you try and render it, somehow, the top saucer image changes to that of the USS Enterprise-reimagined texture, but turned 180 degrees.
    Tried it in Poser 9 and Poser Pro 2012, and it keeps happening.
    I go into materials, and set it to the correct image texture, yet somehow in the rendering, it reverts to the incorrect texture.

    Any idea what is causing this?

    Both starships use image maps with the same name, in this case "Saucer Top.jpg" and which ever model you load first, Poser will cache that image or remember it instead of reading the proper file name from the second prop. It will still show the wrong image map even after applying the Mat file in the materials folder. The problem does not excist in DAZ Studio.

  • PtropePtrope Posts: 682
    edited December 1969

    Yeah, that seems to be a problem with OBJs in Poser, as well as images - my 2 TOS quarters sets have same-named geometry files, and despite having complete paths in the CR2s, it seems that Poser's multiple Runtime feature means that it searches all the available Runtimes and uses the first file it finds with that name. I'm guessing this is supposed to work in a way that the user isn't always left hanging because a 'missing' file is really just in the wrong place, but it's a 'bug,' IMO, that I haven't seen much discussion about, and which needs to be fixed.

    As far as content creators go, I'd say the best advice is to use distinct names for EVERYTHING, like adding a prefix to all filenames that is unique to that product; that's going to be my SOP from now on. For users, it's probably a matter of locating the offending filename in the CR2/PP2/MT5/MC6, using a text editor, and modifying it, and renaming the file to match, so that the next time you open it, it only picks that file. You might add "NX-01_" to the beginning of the JPG filename, then go into the Textures folder and do the same to the file itself.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    <headscratching> This was still an occasional tripper-upper in Poser 7, the last version I bought. Didn't it ever get fixed?

  • PtropePtrope Posts: 682
    edited December 1969

    Apparently not :roll:.

    Makes me think I should do a file listing of ALL of my Runtimes to locate asset files with the same names, and see what might need to be done to prevent this particular brand of 'crosstalk.'

  • edited December 1969

    Mattymanx said:
    Lord Iffy said:
    I seem to be having a weird rendering issue with the MM JJ-USS Federation.

    When it is pre-rendered, everything looks okay and nice, but when you try and render it, somehow, the top saucer image changes to that of the USS Enterprise-reimagined texture, but turned 180 degrees.
    Tried it in Poser 9 and Poser Pro 2012, and it keeps happening.
    I go into materials, and set it to the correct image texture, yet somehow in the rendering, it reverts to the incorrect texture.

    Any idea what is causing this?

    Both starships use image maps with the same name, in this case "Saucer Top.jpg" and which ever model you load first, Poser will cache that image or remember it instead of reading the proper file name from the second prop. It will still show the wrong image map even after applying the Mat file in the materials folder. The problem does not excist in DAZ Studio.

    Thank you, Matty. :) That seems to clear up what is the issue. When I render either of those models, I need to remember to do them on separate runs, so not to cause the cache issue... or do them in Daz (which I'm slowly starting to use more for ship renders.) :)

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Lord Iffy said:
    Mattymanx said:
    Lord Iffy said:
    I seem to be having a weird rendering issue with the MM JJ-USS Federation.

    When it is pre-rendered, everything looks okay and nice, but when you try and render it, somehow, the top saucer image changes to that of the USS Enterprise-reimagined texture, but turned 180 degrees.
    Tried it in Poser 9 and Poser Pro 2012, and it keeps happening.
    I go into materials, and set it to the correct image texture, yet somehow in the rendering, it reverts to the incorrect texture.

    Any idea what is causing this?

    Both starships use image maps with the same name, in this case "Saucer Top.jpg" and which ever model you load first, Poser will cache that image or remember it instead of reading the proper file name from the second prop. It will still show the wrong image map even after applying the Mat file in the materials folder. The problem does not excist in DAZ Studio.

    Thank you, Matty. :) That seems to clear up what is the issue. When I render either of those models, I need to remember to do them on separate runs, so not to cause the cache issue... or do them in Daz (which I'm slowly starting to use more for ship renders.) :)

    Could you not simply take the textures of one model or the other and add one more letter or numer to the texture's name? Like "Saucer Top- A" ? Then simply call up and re-save that model with the revised names?

  • edited January 2013

    mdbruffy said:
    Lord Iffy said:
    Mattymanx said:
    Lord Iffy said:
    I seem to be having a weird rendering issue with the MM JJ-USS Federation.

    When it is pre-rendered, everything looks okay and nice, but when you try and render it, somehow, the top saucer image changes to that of the USS Enterprise-reimagined texture, but turned 180 degrees.
    Tried it in Poser 9 and Poser Pro 2012, and it keeps happening.
    I go into materials, and set it to the correct image texture, yet somehow in the rendering, it reverts to the incorrect texture.

    Any idea what is causing this?

    Both starships use image maps with the same name, in this case "Saucer Top.jpg" and which ever model you load first, Poser will cache that image or remember it instead of reading the proper file name from the second prop. It will still show the wrong image map even after applying the Mat file in the materials folder. The problem does not excist in DAZ Studio.

    Thank you, Matty. :) That seems to clear up what is the issue. When I render either of those models, I need to remember to do them on separate runs, so not to cause the cache issue... or do them in Daz (which I'm slowly starting to use more for ship renders.) :)


    Could you not simply take the textures of one model or the other and add one more letter or numer to the texture's name? Like "Saucer Top- A" ? Then simply call up and re-save that model with the revised names?

    I tried that trick, and Poser threw a spazz fit. As some have posted above, it's an issue that Smith Micro have not fixed with Poser for awhile, it seems, and they may not touch until users really push the issue with them.
    Poser needs a way to clear it's cache between loading projects, thus stopping this sort of issue from occurring. God forbid, you want to use two ship models in one shot, and they have the same filenames for some of their textures...

    I can see why Daz is becoming the stronger of the two softwares now, but I still like using Poser with figures and scenes. Though, I'm sure I'll migrate all my work over to Daz, once I get used to it's controls.
    Daz seems to get more attention from it's creators, and it gets a lot of support, even through the forums. Poser, well, not so much, it appears.

    I'm not a heavy Poser/Daz user. I just use it to play around with and learn tricks, and sometimes use the characters as virtual posing/ reference figures, for when I'm drawing comics, and need to get a certain pose or action looking correct.

    And, I love playing with Matty's conversions, as they're like having virtual model kits, to make pictures with, when I want to experiment with lighting effects and techniques.

    Post edited by prydonian_96d3f0dd8a on
  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    Anyone have some pictures of the master displays of ships? The bridge I am going to use has a more submarine like ship on the master display, and I'd like to change that, if possible.

  • PtropePtrope Posts: 682
    edited January 2013

    mdbruffy said:

    Could you not simply take the textures of one model or the other and add one more letter or numer to the texture's name? Like "Saucer Top- A" ? Then simply call up and re-save that model with the revised names?

    You probably could - I think I'd stay outside of Poser while making the change, though. Opening the CR2 or PP2 in a text editor, find the image reference in question, modify it there and re-save it, and change the name of the file itself to match; I don't think I'd rename the image file and then re-save the prop while in Poser, because than you've got the whole "new PNG file" issue, making sure you zeroed everything before saving, etc.. Using a text editor leaves all the other components of your Poser item untouched.

    If you do this, however, make sure you're not renaming an image that IS used by something else, or copy the image and give the copy the new name.

    Post edited by Ptrope on
  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    Thalek said:
    "Now I know why it's called 'she'." Kirk--The Naked Time.

    Well, at the risk of having several of the male posters question their sexuality....aw hell with that......Cassy's technically a male, since she her naughty bits down there are definitely not a female's. ;)

    Anyhow, that ship in the picture is her own personal one she cobbled together from an old, decommissioned tug. Think of it as a Trek version of the Falcon, but not held together with scotch tape and chewing gun. ;)


    Anyone have some master display images of ships? I need some to change the ones on the bridge models I recently bought.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Lord Iffy said:
    mdbruffy said:
    Lord Iffy said:
    Mattymanx said:
    Lord Iffy said:
    I seem to be having a weird rendering issue with the MM JJ-USS Federation.

    When it is pre-rendered, everything looks okay and nice, but when you try and render it, somehow, the top saucer image changes to that of the USS Enterprise-reimagined texture, but turned 180 degrees.
    Tried it in Poser 9 and Poser Pro 2012, and it keeps happening.
    I go into materials, and set it to the correct image texture, yet somehow in the rendering, it reverts to the incorrect texture.

    Any idea what is causing this?

    Both starships use image maps with the same name, in this case "Saucer Top.jpg" and which ever model you load first, Poser will cache that image or remember it instead of reading the proper file name from the second prop. It will still show the wrong image map even after applying the Mat file in the materials folder. The problem does not excist in DAZ Studio.

    Thank you, Matty. :) That seems to clear up what is the issue. When I render either of those models, I need to remember to do them on separate runs, so not to cause the cache issue... or do them in Daz (which I'm slowly starting to use more for ship renders.) :)


    Could you not simply take the textures of one model or the other and add one more letter or numer to the texture's name? Like "Saucer Top- A" ? Then simply call up and re-save that model with the revised names?

    I tried that trick, and Poser threw a spazz fit. As some have posted above, it's an issue that Smith Micro have not fixed with Poser for awhile, it seems, and they may not touch until users really push the issue with them.
    Poser needs a way to clear it's cache between loading projects, thus stopping this sort of issue from occurring. God forbid, you want to use two ship models in one shot, and they have the same filenames for some of their textures...

    I can see why Daz is becoming the stronger of the two softwares now, but I still like using Poser with figures and scenes. Though, I'm sure I'll migrate all my work over to Daz, once I get used to it's controls.
    Daz seems to get more attention from it's creators, and it gets a lot of support, even through the forums. Poser, well, not so much, it appears.

    I'm not a heavy Poser/Daz user. I just use it to play around with and learn tricks, and sometimes use the characters as virtual posing/ reference figures, for when I'm drawing comics, and need to get a certain pose or action looking correct.

    And, I love playing with Matty's conversions, as they're like having virtual model kits, to make pictures with, when I want to experiment with lighting effects and techniques.

    I've been using Poser since P5- I'm up to P9 now and I've only run into this a few times and changing the file name always worked for me.

  • edited December 1969

    Ptrope said:
    mdbruffy said:

    Could you not simply take the textures of one model or the other and add one more letter or numer to the texture's name? Like "Saucer Top- A" ? Then simply call up and re-save that model with the revised names?

    You probably could - I think I'd stay outside of Poser while making the change, though. Opening the CR2 or PP2 in a text editor, find the image reference in question, modify it there and re-save it, and change the name of the file itself to match; I don't think I'd rename the image file and then re-save the prop while in Poser, because than you've got the whole "new PNG file" issue, making sure you zeroed everything before saving, etc.. Using a text editor leaves all the other components of your Poser item untouched.

    If you do this, however, make sure you're not renaming an image that IS used by something else, or copy the image and give the copy the new name.

    Okay, thank you, Ptrope. That worked. :)

    But, to a newbie or beginner, this sort of solution would not occur to them, and the thought of opening a model file in notepad would seem daunting, without the help of cool Poser users, such as yourself, to give them help. :)

    But, SM do need to fix this issue, so that users don't have to resort to opening up model files, especially if they're going in blind, without pointers or help.
    Thank the toasties for this awesome forum. :D

  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    When Cassy first got a hold of this antiquated tug.

    Chase.jpg
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  • edited December 1969

    When Cassy first got a hold of this antiquated tug.

    Well, at least the Romulans used equally antiquated Birds Of Prey to go after her.

  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    When Cassy first got a hold of this antiquated tug.

    Well, at least the Romulans used equally antiquated Birds Of Prey to go after her.

    I'm sure they'd still be using them :D

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I need some advice. I'm using Photoshop Elements 10. I had the cursor set to the circle not the crosshairs. Somehow, it changed to the crosshairs and I can't get it to change back. Any one have any ideas on this?

  • jerriecanjerriecan Posts: 470
    edited December 1969

    is your caps lock on?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    jerriecan said:
    is your caps lock on?

    Yes, it was- and turning it off fixed the problem Thanks!

    How does that affect Photoshop?

  • jerriecanjerriecan Posts: 470
    edited December 1969

    exactly the same - that's how i knew

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    jerriecan said:
    exactly the same - that's how i knew

    O..kay...

  • MotoTsumeMotoTsume Posts: 520
    edited December 1969

    In Photoshop CS and newer, the cap lock key is like pressing the shift key but keeping it held down automatically so it would mean that u have select the options that shift+ whatever does :), that is how it affects it :)

    Learned that the same way lol a long time ago

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    MotoTsume said:
    In Photoshop CS and newer, the cap lock key is like pressing the shift key but keeping it held down automatically so it would mean that u have select the options that shift+ whatever does :), that is how it affects it :)

    Learned that the same way lol a long time ago

    Thank you.

  • MotoTsumeMotoTsume Posts: 520
    edited December 1969

    for some operations it is a handy feature, but yeah at times if you forget it is on, it can be annoying lol, till u figure out u got it on.

  • jerriecanjerriecan Posts: 470
    edited December 1969

    mdbruffy said:
    jerriecan said:
    exactly the same - that's how i knew

    O..kay...

    sorry, didn't read your question close enough. been a long day. :( glad someone had the answer. :)

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    jerriecan said:
    mdbruffy said:
    jerriecan said:
    exactly the same - that's how i knew

    O..kay...

    sorry, didn't read your question close enough. been a long day. :( glad someone had the answer. :)

    That's okay. Both of you guys were a big help. I'll know what to check first next time.

  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    Don't let Vanda drive. :D

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    WHAM.jpg
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  • jaguarry3jaguarry3 Posts: 230
    edited December 1969

    Just messing about in Hexagon Made a Klingon Transport Background by Mylocka

    Klingon_Transport.jpg
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  • grinch2901grinch2901 Posts: 1,246
    edited December 1969

    Trying to build a dilithium cracking station for background use. Still needs details like more pipes and cables, plus some random boulders thrown in.

    CrackingStation_SML.jpg
    600 x 466 - 66K
  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    I say don't make it a carbon copy. Try adding some of your own original touches to it as well. ;)

    Oh, any non-enterprise Galaxy Classes out there? And I don't mean that crazy armed one with the 3 engine pods.

This discussion has been closed.