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Anvar1061 08-15-15 10:07 PM

Quote:

Originally Posted by areo16 (Post 2336673)
Question, where do all the russian modders hang out for SH3?

What russian forum is good for sh3 mods?

I'd like to talk to a few 3d modellers like kovall to ask him some questions.

Thanks.

SSS
http://www.redrodgers.com/forums/forumdisplay.php?f=99
https://m.vk.com/subsim

kovall 08-15-15 11:27 PM

Quote:

Originally Posted by areo16 (Post 2336673)

I'd like to talk to a few 3d modellers like kovall to ask him some questions.

Thanks.

what questions?

areo16 08-16-15 02:52 AM

Quote:

Originally Posted by kovall (Post 2336719)
what questions?

My questions concern exporting GR2 files from SH5, and importing them into S3D for SH3.

I can export them using GR2 editor. I then know how to extract the uv2 map channel 2 using 3ds max. But, here is the problem:

I am trying to export the SH5 VII aft torpedo room. It has 13 subsets in one obj file. When I export it in GR2 editor it comes out with .obj file, AO .obj file, and then the .mtl file and the textures. I then convert the AO .obj into uv2 files using 3ds max. But this splits up all the subsets into each part. So now I have 1 .obj file base from GR2 editor, and then all the 13 uv2 files from 3ds max. How to I import one subset at a time using their corresponding uv2 file?

S3D says the vertices do not match up between .obj and uv2 file, because the uv2 files are smaller because they represent each individual subset, while the .obj file represents all 13 subsets in 1 file.

Make sense? The problem is the subsets.

Could you post the steps please? A tutorial perhaps. Thanks! :salute:

We need VII aft torpedo room for SH3. If i could just get the models in S3d with uv2 mapping, I know how to do the rest for nodes and controllers and such.

I'm a programmer not a modeller. I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet.

And if I try to split the .obj file into subsets of 13 .obj files and try to load into S3D, I get error "Start index cannot be less than zero." So I don't know what to do. The only way I can import into S3D is to have 1 obj file with the 13 subsets in it. But having this I cannot import uv2 files beccause of the vertices do no match because they represent only 1 subset.

areo16 08-16-15 03:21 AM

Quote:

Originally Posted by Anvar1061 (Post 2336711)


Thanks for this! :up:

kovall 08-16-15 04:04 PM

Quote:

Originally Posted by areo16 (Post 2336751)
My questions concern exporting GR2 files from SH5, and importing them into S3D for SH3.

I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet.






which file you are interested in ?

NSS_Uboat7a.TRA.GR2 ?

areo16 08-16-15 04:30 PM

Quote:

Originally Posted by kovall (Post 2336885)
which file you are interested in ?

NSS_Uboat7a.TRA.GR2 ?

Well, NSS_Uboat7c.TRA.GR2 first. 7a is not as popular.

I have good news. I got it in S3D. These are my steps:



1. Export meshes using GR2 Editor version 1.1.272, with textures.

2. Extract each subset using 3ds max to individual obj file. Make sure textures are found on import.

3. Extract each subset AO using "Unwrap UVW" in 3ds max to individual uvw file.

4. Rename uvw file to "object file name"-uv2.uvw

5. Create node in S3D with label exactly same name as obj file and import into S3D. Make sure textures are found on import.

6. Success with convert from SH5 GR2 to S3D obj with uv2 mapping!:rock:



But now I have other problem. I am having a hard time matching up the ambient occlusion and Normal\Bump textures in S3D. I know what textures that go with each mesh as they are listed in the .mtl file. But in mtl file exported from GR2 Editor is listed for example this format:

map_Ka (base texture?)
map_Kd (base texture?)
map_Ks (base texture?)
map_d (ambient occlusion?)
map_bump (Normal\Bump?)
bump (Normal\Bump?)

Am I labeling them correct? Ka, Kd, Ks = base texture. d = AO, bump = Normal\Bump ???


Problem: Ambient Occlusion texture is rendering black for mesh. Or the ambient occlusion is appearing on surface wrong. Or mesh will appear in game with only base texture and no AO.

Thanks.

EDIT:

fixed AO texture problem. You have to invert normals in 3ds max for AO obj, before the Unwrap UVW. Now everything works great!

Cheers!

HanSolo78 08-16-15 06:23 PM

Sounds like a breakthough :up::up::yeah::rock:

areo16 08-16-15 10:18 PM

Quote:

Originally Posted by kovall (Post 2336885)
which file you are interested in ?

NSS_Uboat7a.TRA.GR2 ?

I do have one question for you about too many texture coordinates on S3D import. I sent you a PM.

Oh, and I tried optimization in 3ds to reduce coordinates, but this screws up the ambient occlusion texture. What is the remedy?

Thanks.

HanSolo78 08-17-15 12:13 AM

@aero16

Dont see a PM with your question.
In case of too much data fir S3D you have to split the data in more .dat files. Make nodes and combine them with the parent IDs.

areo16 08-17-15 01:46 AM

Quote:

Originally Posted by HanSolo78 (Post 2336959)
@aero16

Dont see a PM with your question.
In case of too much data fir S3D you have to split the data in more .dat files. Make nodes and combine them with the parent IDs.

PM sent to kovall.

I'm talking about .obj files. Too many texture coordinates. I'd have to split the meshes into multiple parts. What is the easiest way to do it when there are many little items in the meshes and selecting the exact same vertices for both base and AO is nearly impossible.

Anvar1061 08-18-15 01:17 AM

Quote:

Originally Posted by areo16 (Post 2336751)
I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet.

SSS
http://www.youtube.com/watch?v=AbgOsqjX0BY

http://shmf.larsbundgaard.dk/Smileys...d/download.gif

areo16 08-18-15 01:36 AM

Dude wtf?

HW3 08-18-15 02:10 AM

Yes it has been in CCoM since v8. I would guess that is one of the reasons why flakmonkey stopped working on his mod, its been done.

Anvar1061 08-18-15 02:11 AM

Quote:

Originally Posted by areo16 (Post 2337198)
Dude wtf?

Wurmonkel

jaxa 09-02-15 02:54 PM

In readme of this mod is written that it's "nearly finished".
So, is it completed and fully functional or need some polish by creators?
I'd like to use it, looks wonderful.


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