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-   -   [REL]SH3 Warship Mod V3.0 (https://www.subsim.com/radioroom/showthread.php?t=157060)

Jeff-Groves 02-08-17 08:03 PM

You only need the numbers to match for a successful import.
That is where fake indices come in.

I had this pointed out on SH5 imports long ago and was ignored.
Thus I can import to SH5 with a smaller file size then TDW's tools can.


Here is what happens with GR2 files when they are 1st exported from 3D Max.

IF the main obj file and the AO obj file counts are different?
They repeat some verts or add blanks to adjust the count so everything matches up.
Try exporting a 3D object from SH5 and read the file!

S3D lacks in the fact that numbers must match and can not add ghost numbers to walk around this issue.

Is that a good class lesson for tonite?
;)

Kendras 02-08-17 09:23 PM

Quote:

Originally Posted by Jeff-Groves (Post 2464597)
You only need the numbers to match for a successful import.
That is where fake indices come in.

I had this pointed out on SH5 imports long ago and was ignored.
Thus I can import to SH5 with a smaller file size then TDW's tools can.


Here is what happens with GR2 files when they are 1st exported from 3D Max.

IF the main obj file and the AO obj file counts are different?
They repeat some verts or add blanks to adjust the count so everything matches up.
Try exporting a 3D object from SH5 and read the file!

S3D lacks in the fact that numbers must match and can not add ghost numbers to walk around this issue.

Is that a good class lesson for tonite?
;)

I also would need a night class lesson about how to import an animation correctly : http://www.subsim.com/radioroom/show...0&postcount=18

Kendras 02-08-17 09:26 PM

Quote:

Originally Posted by gap (Post 2464592)
The short answer is:

Yes, it is, if your model used an ambient occlusion map. If it is not, and you don't plan to add one, just scrap the *-uv2.obj file exported by S3D

Thank you for the long explanation ! :up:

I think it's not a problem, since I didn't notice any difference in game.

But if one day I would like to add an ambient occlusion map, how would it be possible ?

Kendras 02-10-17 01:46 AM

Hello gap,

I would like to add some officers on the command and observation bridges of the Yamato I'm working on. I already have a (not very nice) 3D model, but the texture is just ugly. So, may I ask you to create a texture for the linked 3D model, based on this picture ? :



3D model : http://www.mediafire.com/file/61dj3f...an_officer.zip

Kendras 02-13-17 06:39 PM

Quote:

Originally Posted by itadriver (Post 2459027)
Yes. Let me know when you will finish it. :)

I think she's ready ... :hmmm: At least the main things. About eye candy, further developments are needed.

Now, we have to agree how to make her playable.

Please answer here : http://www.subsim.com/radioroom/showthread.php?t=229709

LeonGER 03-24-17 10:00 AM

Where can i Download the WSM for Vanilla SH3?

Plissken_04 03-25-17 06:40 AM

Quote:

Originally Posted by LeonGER (Post 2474705)
Where can i Download the WSM for Vanilla SH3?


ftp://Maik:Woelfe@hartmuthaas.no-ip....3.0SH3V1.4.rar


ftp://Maik:Woelfe@diskstation.gn7vmw...3.0SH3V1.4.rar



So Long

Maik

LeonGER 03-27-17 06:17 AM

Ok now i have the WSM 2.0 installed but when i play as Admiral Graf Spee my Main Guns are like on a Destroyer!!! How can i fix this?

Nachladen 04-23-17 06:09 PM

Has anyone actually ever tried to make all 2, 3, or 4 main battery turrets on the various ships useable instead of only beeing able to use the one most foward?

Or does dubious hardcoding inside the game prevent a "Submarine" from having 4 Deckguns?

itadriver 05-02-17 11:33 AM

I dont think it is possible....
Sub has just one DG.

THEBERBSTER 05-02-17 11:43 AM

A Warm Welcome To The Subsim Community > LeonGer > Nachladen > itadriver
Subsim <> How To Donate <> See The Benefits <> Support The Community:salute:
Highly Recommended SH3 > LIVING SILENT HUNTER III EDITION 2015 Mega Mod > 99.99% Stable > Full Tutorials And Much More In My Signature
SFSF-MODULE - The New Solution for "Steam" & "Starforce"

BarracudaUAK 05-03-17 12:10 AM

Quote:

Originally Posted by Nachladen (Post 2480364)
Has anyone actually ever tried to make all 2, 3, or 4 main battery turrets on the various ships useable instead of only beeing able to use the one most foward?

Or does dubious hardcoding inside the game prevent a "Submarine" from having 4 Deckguns?

Quote:

Originally Posted by itadriver (Post 2481886)
I dont think it is possible....
Sub has just one DG.


Even in SH4 which let's you have 2, you still can only use the one in the front.:doh:


Barracuda

itadriver 05-03-17 09:11 AM

I will try.
I'm working on a complitely new WSM for WAC 5.0. I hope it will be ready when WAC 5.0 will be released.

Playable ships:
Bb Littorio
Ca Fiume
Cl Abruzzi
Bb Bismarck
Cb scharnhorst
Ca scheer

Hedrix 09-26-17 02:12 PM

Game crashes on loading saves.
 
I installed WSM for GWX 3.0 and everything was fine at first.

After ~2 hours the game crashed (which is relatively normal), but now im unable to load a savegame, because it keeps crashing.

Has somebody an Fix for this problem?

Cmdr. Lennox 01-08-18 11:11 AM

Anyone managed to give the Scharnhorst class a radar before 1945? It should have one, historically. It should also have torpedo tubes.


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