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-   -   [WIP] BREST rebuilding (https://www.subsim.com/radioroom/showthread.php?t=231822)

Kendras 06-14-17 06:29 AM

BREST rebuilding
 
Hi,

In agreement with gap and HanSolo78, I'm going to start to create a new harbour for Brest, based on the real one.

Here what it's going to look like, compared to the actual SH3 harbour (in red the current U-Boot bunker, in blue the actual one ; the small black crosses show the land squares which have to be deleted) :

http://i.imgur.com/7OX7C0J.png

Kendras 06-14-17 07:56 AM

The harbour :

http://i.imgur.com/kI6EhJz.png

Kendras 06-14-17 10:37 AM

Quote:

Originally Posted by gap (Post 2491288)
... once imported into S3d it will look okay again :up:

Thank you very much for this tutorial ! :up: I didn't know the "Image plane" function. So, all went well, until I tried to import the object in S3D. Error message : "The file contains quads or polygons. Only triangles are supported." So I tried to triangulate the model, but now the S3D error message is : "The file has 12 uvwmap indices while the main obj-file has 36 vertex indices. This number must be equal."

gap 06-14-17 02:36 PM

Quote:

Originally Posted by Kendras (Post 2491308)
Thank you very much for this tutorial ! :up: I didn't know the "Image plane" function. So, all went well, until I tried to import the object in S3D. Error message : "The file contains quads or polygons. Only triangles are supported." So I tried to triangulate the model...

Sure, my bad for not telling you that you had to triangulate faces before exporting the model. :doh:
The quickest/safest way to do it, is to selct the whole object in body selection mode, switch then to face selection mode, right click, and choose Tessellate => Triangulate. This way you wont miss any face :yep:


Quote:

Originally Posted by Kendras (Post 2491308)
...but now the S3D error message is : "The file has 12 uvwmap indices while the main obj-file has 36 vertex indices. This number must be equal."

Never had this message before :hmmm:
Can you upload somewhere obj, mtl and dat files that you are working with and give me the link?

Kendras 06-14-17 02:48 PM

Quote:

Originally Posted by gap (Post 2491381)
Never had this message before :hmmm:
Can you upload somewhere obj, mtl and dat files that you are working with and give me the link?

Here : http://www.mediafire.com/file/phi8zz...est_map_obj.7z

gap 06-14-17 03:40 PM

Okay, I got it :up:

When Wings creates an image plane, the plane is actually a flattened 6-faces polygon whose sides are so small that you dont even notice them. Those faces are not UV mapped, but S3d requires all the faces to have UV coordinates.
The quickest "fix" for your map polygon is as follows:

- select it in body selection mode, switch to face selection mode, right click, Tesselate => Untriangulate.

- Press space bar to unselect all and in face selection mode select one of the big faces (the one pointing down, whose texture is mrrored)

- Press the "F" key on your keyboard. Doing this will extend the face selection to all the faces sharing an edge with the face originally selected (i.e. to the flattened, non-UV-mapped faces encircling the map polygon). If all worked correctly, at this point you should have 5 faces selected (check it from the left corner of the top info bar).

- Unselect the lower face if you want to keep it, right click and select "Hole" to remove all the faces still selected. This should leave you with a geometry with only 1 or 2 faces.

- Select all the remaining faces, triangulate them again and export to obj file :03:

Kendras 06-14-17 03:40 PM

So, here are the different parts to create :

http://i.imgur.com/VNIhwH0.png

gap 06-14-17 03:45 PM

Quote:

Originally Posted by Kendras (Post 2491407)
So, here are the different parts to create :

:up:

Please make sure not to miss post #6 in this thread :salute:

Kendras 06-14-17 04:06 PM

Quote:

Originally Posted by gap (Post 2491406)
Okay, I got it :up:

When Wings creates an image plane, the plane is actually a flattened 6-faces polygon whose sides are so small that you dont even notice them. Those faces are not UV mapped, but S3d requires all the faces to have UV coordinates.
The quickest "fix" for your map polygon is as follows: ....

OK, it works. Now, I have the map in S3D !

http://i.imgur.com/JxmfTiX.png

:Kaleun_Applaud:

the_frog 06-14-17 04:22 PM

Hmmm, there is always something new to learn when reading those threads. I wasn't aware of the 6-face nature of image planes. Gentlemen, you keep me well entertained :up:

Kendras 06-14-17 05:07 PM

First elements to be placed ! The hard part will be to connect all elements and to correct textures ... :hmmm:

http://i.imgur.com/WZlXmgf.png

gap 06-14-17 05:08 PM

Quote:

Originally Posted by Kendras (Post 2491419)
OK, it works. Now, I have the map in S3D !

:Kaleun_Applaud:

Quote:

Originally Posted by Kendras (Post 2491431)
First elements to be placed ! The hard part will be to connect all elements and to correct textures ...

Brilliant! :yeah:

Quote:

Originally Posted by the_frog (Post 2491421)
Hmmm, there is always something new to learn when reading those threads. I wasn't aware of the 6-face nature of image planes.

I have just discovered it lol :O:

Quote:

Originally Posted by the_frog (Post 2491421)
Gentlemen, you keep me well entertained :up:

So you do with us :subsim:

Kendras 06-14-17 05:30 PM

Quote:

Originally Posted by Kendras (Post 2491431)
The hard part will be to connect all elements and to correct textures ... :hmmm:

For example, in the harbour_kit.dat, there is a basic element which is 300x150 meters. I need 900x557 meters. The textures applied on it will be somewhat distorted ! :doh:

Kendras 06-14-17 05:56 PM

Could you remind me how to make a symetrical dock ? :hmmm:

http://i.imgur.com/qDK2JrL.png

Kendras 06-14-17 06:36 PM

WIP ...
 
U-bunkers, based on HanSolo's superpens.

http://i.imgur.com/Zu17V2V.png

http://i.imgur.com/y3KjHMo.jpg


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