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04-16-08, 03:42 AM | #1 |
The Old Man
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[TEC] Import/export 3D models to/from game using S3D.
See the S3D thread for download info: http://www.subsim.com/radioroom/showthread.php?t=119571
This thread will explain all the settings, how to set up the model (with UV-channels) in 3ds Max, and how to get models back into the game. Export to WaveFront Object file (.OBJ)
Now, if you don't have 3ds Max, or want to try the alternative approach using extra OBJ-files per map channel, the idea is similar. Import the main OBJ-file into the scene. Then, one by one, import each next OBJ-file (with the next map channel). Copy the UVW-data from the 2nd imported OBJ-file to the original model, and once you're done delete the extra models. If anyone wants to write a guide for other 3D software, please do!
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 08-27-08 at 07:35 AM. |
04-16-08, 03:43 AM | #2 |
The Old Man
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To import a 3D model in the game, the steps are similar to my previous post, but this time, we move in reverse.
I'm assuming you have collapsed the modifier stack, and/or created new map channels or changed uv-data in 3ds Max. Export to WaveFront Object file (.OBJ) from 3ds Max The .OBJ file format can only be used to store one map channel (the 1st one). If our model has more than one channel, we also have to export one or more .UVW files to hold the UV-data for the other channels. First, we export the .OBJ file. This is pretty simple and you may have done it before, however I'm going to describe it step by step anyway.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 08-27-08 at 07:44 AM. |
04-16-08, 05:31 AM | #3 |
Silent Hunter
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error : an item with the same key has already been added
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04-16-08, 05:42 AM | #4 |
The Old Man
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heh, the first bug, but uhm, I'm noticing TWO channels with index 1. That is WRONG. Somewhere along the line that model got fubared. Did you import it with S3D as well (I doubt it, it shouldn't allow this to happen), or have you imported it previously with Pack3D? If yes, then it's not really S3D's fault.
Send me the .DAT, I can try to provide a 'graceful' workaround/warning...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
04-16-08, 05:44 AM | #5 |
Silent Hunter
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out of range
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04-16-08, 05:45 AM | #6 |
Silent Hunter
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fubar
I can email you the .dat, pm me where I should , and thanks !
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04-16-08, 05:49 AM | #7 |
The Old Man
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Check the 'About box' in S3D
Don't let these errors put anyone down, plenty of models do work, and maybe these are odd scenario's. I've tested dozens of models myself, and it worked for me every time. I'll have a look at these issues asap...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
04-16-08, 05:54 AM | #8 |
The Old Man
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Btw, I've just exported all the torpedoes succesfully myself (stock 1.5). Send me that .DAT as well, because its obviously a modded one. And by the looks of that shot, the stock torpedoes don't have a map channel 3, so that model must be fubared as well... You are probably doing something wrong here or using tools that corrupt the models (this may be S3D as well of course, but I can't put a finger on it).
[edit] Come to think. I think you have used the raw chunk import/export functionality incorrectly. Some of the settings for this are a bit of a black box and I suspect you have those settings wrong. I have posted a walkthrough for this some time ago as well, I'll look it up PS: please put bug reports in S3D thread, not here...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 04-16-08 at 06:06 AM. |
04-16-08, 07:05 AM | #9 |
Seasoned Skipper
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Skwasjer, you are the best!
We Germans really underrated u Dutsch!:p Keep up this great job
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04-17-08, 07:08 AM | #11 |
The Old Man
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Yea nice
There's alot of useful resources available online regarding the OBJ-format. I have used some of those 'old' pages myself many years back as well
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
04-17-08, 11:58 AM | #12 |
Lucky Jack
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Nice work!! Your editor has saved a lot of time for the modders. Hats off!
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04-29-08, 01:44 PM | #13 |
Silent Hunter
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I just followed this procedure to export a ship model, and 3DS Max is telling it cannot import it. Is there something I'm doing wrong?
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04-29-08, 07:07 PM | #14 |
The Old Man
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By the looks of the settings, no. I will need to know which ship model you tried, and if it's a modded one, I also need the dat-file. I can't verify it otherwise.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
04-29-08, 09:45 PM | #15 | |
Silent Hunter
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Quote:
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