How to change the project 'Unreal Studio' Into a C++ project in Unreal Engine 4.20 - c++

I am afraid I am posting my problem in the wrong place, if so then please excuse me for that and would appreciate it if you can suggest another forum for my question apart from Unreal forum as I haven't received anything for almost a month.
I am trying to import a model from 3d Max to Unreal engine so I can use it later on with AirSim.
firstly, I have converted my 3d Max model using Datasmith, a plugin to import 3d max model into Unreal, according to this video here, and everything went ok.
secondly, this tutorial here is from AirSim official staff that shows how to download a free model from Unreal Library and merges it into a blank C++ project in Unreal so that it would be ready to suit AirSim. The free to download sample environment was ''LandscapeMountains''.
the problem is, video 1 doesn't show how to save the imported model that matches the ''LandscapeMountains'' project format so I can follow video 2 from that point onward to use it in AirSim. To clarify:
project folder of ''LandscapeMountains'' contains many essential elements such as the DerivedDataCache, config, and Content.
the imported model firstly doesn't have DerivedDataCache folder.
In addition, the Imported model Config files are by no means close to ''LandscapeMountains'' config files. Moreover, the Imported model contents folder contains Developers, Collections, and exported_model folders plus a .umap file of the exported model. whereas ''LandscapeMountains'' content folder has only two folders: Maps and Assets folders. all these details are shown in images1,2,3 and 4.
image1 image2 image3 image4
apparently, I don't know how the ''LandscapeMountains'' has been saved to look like this format and my question now is what is the type of this format and how can I save my imported model to be like that.
I think that its a basic thing but I don't have the knowledge to find out how and I hope someone can help to overcome this issue.
regards
PS, I have posted the same issue to Unreal forums and no luck with a reply

Related

Where to put assets in xcode? [duplicate]

This question have been asked numerous times, but I have not managed to get an answer that I am happy with. Probably because the most answers is of "how do I do this?" type and also get "this way you do this" answers.
The problem I have is that I need to use absolute paths when I want to reference to images in Xcode (version 6.0.1). I am quite sure that I could place the images in my working directory which is something like:
/Users/patrikek/Library/Developer/Xcode/DerivedData/ChessGame-
ftpbqerfsenxxbfvneyzfwdmtwjk/Build/Products/Debug
Then add the file to some Xcode group in project navigator (eg. images/myImg.png) and I would be able to reference the file as myImg.png (since I have not foldered the image inside my working directory). I am also quite sure that the project navigator stuff would not b required for this to work.
And after this introduction comes the questions:
1) Is it necessary to place all images and other resources in the current working directory? Also, if not what is the best way to store folders in a program and is it necessary to name the folder containing images to Resources?
2) Is it possible to arrange files using the project navigator? What I am after is to use the project navigator only and let Xcode worry about the details of copying files and so. It seems somehow unnecessary to have a project navigator, when the physical files are not packaged in the same way. It does also seem error prone to update the project navigator and the physical hierarchy independently of each other.
An example:
I create a folder images in the Project navigator, inside that folder am I placing a reference to the image using the usual way in the project navigator. Is it now possible to make Xcode arrange so that I can do a call images/myImg.png when I want to load the image in some function (without me doing anything, since if I move many images to my working directory I may forget one and I may also spell images wrong by mistake if I create another folder in my working space). Also what have happened inside Xcode when this action was done?
Since I am not at all familiar with Xcode yet I may have got something wrong here, but the core of this problem is to find out where the files physical location must/should be and if there is some way to let Xcode do this by using the project navigator.
BR Patrik
Xcode does not manage images the way you have presumed that it does. Take a look at the 2013 WWDC "What's New in Xcode" video to see how Xcode 5 and Xcode 6 organize and manage images for any given project. When you have configured the asset catalogues for your project correctly, it wouldn't matter where the original images live on disk. As long as you have dragged the right assets into the right catalogues, your projects will work. The good news is that you only need to configure images once and change only the ones that change once done. For details, see this wwdc video: http://devstreaming.apple.com/videos/wwdc/2013/400xex2xbskwa5bkxr17zihju9uf/400/ref.mov
Once an image is configured in the asset catalogue, you can refer to it with or without it's file extension. For example, you can refer to "example.png" as "example" in your code. Hence, "myImg.png" can be "myImg" or "myImg.png" in code. No need to worry about which subdirectory contains it.
Now if your question has to do with runtime assets, again your development system directory structure would not matter. If that is the case, then you might have to re-ask your question. I would be glad to help you there as well--if that's what you want to know.

osgexport for Blender: Imported meshes impact scene ( possibly the lighting? )

Blender Version 2.79
OSG Version: 3.4.0-9
Operating System: Fedora
I have been using Blender's export utility to export obj files and then using osgconv to convert them to osg files. The files are then imported and rendered into a scene that looks like:
Image of the working scene before using the export tool
Today I installed osgexport by Cedric Pinson ( Github page: https://github.com/cedricpinson/osgexport ) to directly export from Blender to osgt files. I get the following results when I import those files and render them.
Image of the scene where everything goes dark and the lighting is wierd
Additional Details:
The code is set to follow the human character. The rest of the scene
is static.
When I use the old human model I get the working effect,
but the whole purpose of using the converter is to be able to export
its animations.
Any ideas? I saw the effect and I don't really even know where to start. The only difference is the outputted file from the converter. Everything else is the same. Also, if there is a newer/better way to export blender files into files that OSG can read, then I'm open to any and all suggestions.
Thank you in advance,
For what it's worth, the OSG forum/mailing list is usually pretty good about answering questions, and I believe I've seen Cedric's name there regularly, along with all the main contributors: http://forum.openscenegraph.org/
New users usually have to have their questions go through moderation, to cut down on spam, so just have some patience.
On this specific question, I have 3 suggestions:
Convert both files to osgt and run a diff. Ignore any numerical differences, look for things like node arrangement, material types, etc.
Try opening your exported model in osgviewer, just to see how the default settings display it. You can also easily play with things like backfaces, lighting settings, clipping planes, before dropping it into your application - press h to see all the run-time options.
Instantiate your light with all 3 types of lighting enabled. Particularly, I have found some models depend heavily on specular lighting, but some of the examples don't turn it on. Of course, if you use the full-white values shown here, you may oversaturate, but this is for an example:
osg::Light *light = new osg::Light;
light->setAmbient(osg::Vec4(1.0,1.0,1.0,1.0));
light->setDiffuse(osg::Vec4(1.0,1.0,1.0,1.0));
light->setSpecular(osg::Vec4(1.0,1.0,1.0,1.0)); // some examples don't have this one

Weka ,Text Classification on an arff file

.This is a basic question .I am trying to classify text files into 20 different classes.
Therefore I have a project structure with a folder called train,test.
In the train folder I have 20 different folders ,each folder again has many files related to that particular class.ex:weather, atheism...etc
I have now created a train.arff file for the entire train folder.When the data is visualized through I can see only two attributes .
Have provided a link below:
Screen in weka
My Doubt is how can i view the various files under these folders and remove the stopwords,punctuation,stemmin.How do I go about preprocessing.If some links to good resources are available please suggest and provide the necessary links
I found the videos below quite helpful when I first got my hands on text classification using Weka. You might want to take a look.
Weka Tutorial 31: Document Classification 1 (Application)
Weka Tutorial 32: Document classification 2 (Application)
WEKA Text Classification for First Time & Beginner Users
You might want to use StringToWordVector filter to see the effect of each word as an attribute, which is indeed described in detail in the first and last video . Within the filter settings you can give a stopwords list and choose in each run to use it or not. Same with the stemming you can change it as well. This documentation and videos will get you to understand it easily.

How to reference to images and other objects in Xcode and where to place them physically?

This question have been asked numerous times, but I have not managed to get an answer that I am happy with. Probably because the most answers is of "how do I do this?" type and also get "this way you do this" answers.
The problem I have is that I need to use absolute paths when I want to reference to images in Xcode (version 6.0.1). I am quite sure that I could place the images in my working directory which is something like:
/Users/patrikek/Library/Developer/Xcode/DerivedData/ChessGame-
ftpbqerfsenxxbfvneyzfwdmtwjk/Build/Products/Debug
Then add the file to some Xcode group in project navigator (eg. images/myImg.png) and I would be able to reference the file as myImg.png (since I have not foldered the image inside my working directory). I am also quite sure that the project navigator stuff would not b required for this to work.
And after this introduction comes the questions:
1) Is it necessary to place all images and other resources in the current working directory? Also, if not what is the best way to store folders in a program and is it necessary to name the folder containing images to Resources?
2) Is it possible to arrange files using the project navigator? What I am after is to use the project navigator only and let Xcode worry about the details of copying files and so. It seems somehow unnecessary to have a project navigator, when the physical files are not packaged in the same way. It does also seem error prone to update the project navigator and the physical hierarchy independently of each other.
An example:
I create a folder images in the Project navigator, inside that folder am I placing a reference to the image using the usual way in the project navigator. Is it now possible to make Xcode arrange so that I can do a call images/myImg.png when I want to load the image in some function (without me doing anything, since if I move many images to my working directory I may forget one and I may also spell images wrong by mistake if I create another folder in my working space). Also what have happened inside Xcode when this action was done?
Since I am not at all familiar with Xcode yet I may have got something wrong here, but the core of this problem is to find out where the files physical location must/should be and if there is some way to let Xcode do this by using the project navigator.
BR Patrik
Xcode does not manage images the way you have presumed that it does. Take a look at the 2013 WWDC "What's New in Xcode" video to see how Xcode 5 and Xcode 6 organize and manage images for any given project. When you have configured the asset catalogues for your project correctly, it wouldn't matter where the original images live on disk. As long as you have dragged the right assets into the right catalogues, your projects will work. The good news is that you only need to configure images once and change only the ones that change once done. For details, see this wwdc video: http://devstreaming.apple.com/videos/wwdc/2013/400xex2xbskwa5bkxr17zihju9uf/400/ref.mov
Once an image is configured in the asset catalogue, you can refer to it with or without it's file extension. For example, you can refer to "example.png" as "example" in your code. Hence, "myImg.png" can be "myImg" or "myImg.png" in code. No need to worry about which subdirectory contains it.
Now if your question has to do with runtime assets, again your development system directory structure would not matter. If that is the case, then you might have to re-ask your question. I would be glad to help you there as well--if that's what you want to know.

Integrating an image into my executable file

I have an application that relies on many images. I have no problem loading the images on to the window. I would like to make my application have the images integrated into it where there are no actual image files in the folder. Also, I would like to know how to do this, because if I sell the application I don't want the user to be able to go to the directory my .exe is located in an get the image file (I am aware that they can print screen it). So, how can I integrate the image into my application. I am using the WinAPI with C++.
I have searched this multiple times and have not found anything on this. I have found one question on another forum, but it was asked a long time ago and was not answered. I did find one other place that had this, but It did not specifically work with my question.
You can bind images (as well as pretty much any pieces of data) as resources to your binary.