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Old 01-27-11, 06:35 PM   #241
EgoApocalypse
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Quote:
Originally Posted by Budds View Post
While this work may not appear "Glamorous" to many Sh 5 users.......

I offer my Humble THANKS to all involved, and a special "Shout-Out" to Privateer.
This will be the Back Bone of MANY Mods to come if, or should I say when, this work is completed.
The help of Tools like this will open doors that will breath LONG life into Sh 5, with many scenerios and diversity that cannot be accomplished today.

Thank You Kind Sirs !

Be Well.............
Secondeded..............
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Old 01-27-11, 06:51 PM   #242
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While working on the code today, I managed to adjust all the settings for the textures.
As an example?
Try changeing the Glass in an AirCraft.
There is no texture file for it.
The GR2 file controls what is rendered and I can now access/change those settings.
This also leads the way to many other settings that can be adjusted in the near future.
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Old 01-27-11, 08:24 PM   #243
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Old 01-28-11, 04:12 AM   #244
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Default GR2 Export Type VIIC

I exported the Typ-VIIC from SH5 and Imported to Silent 3ditor DAT file.

After editing the headers of the exported MTL and OBJ files, I was able to import the Models to Silent 3ditor.
There is a problem, no AO UV Maps so textures do not render correctly as shown in image below.

So far from what little testing I have done this tool has some real potential. I do not have Modeling software but I am assuming that if someone with a little modeling experiance could easily complete the AO UV Maps.

Not sure if file headers are wrong but the files can not be imported into SKWAS S3D without some minor manual edits.

I also encountered a problem when trying to animate Torpedo Doors open/close. Granted, I am new to attempting this but the Torpedo Door Root location is 0, 0, 0. This is causing problems for me when trying to animate the doors.
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Old 01-29-11, 03:31 PM   #245
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The AO UV's will be exportable in the not to distant future.

I spent this past week getting a lot of error checking in place.
Stripped the bogus path statement for textures from the mtl file output.
Stripped the characters that cause crashes on several GR2 files.
(No need to hex those out any longer)
Flipped the UV mapping so you no longer need to flip the dds texture files.
Cleaned alot of un-used code from the source.
(Like the test statments in the output files you might have seen)

The newest version has been posted for Testers.
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Old 01-30-11, 02:24 PM   #246
Madox58
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Default 13011

For those interested,
http://www.mediafire.com/?7bhb47n22w6u5cx
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Old 01-31-11, 02:38 AM   #247
TheBeast
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Build 13011 is much better.
I can Export then import to SKWAS S3D without editing headers now.
Side tructure texture above waterline is almost perfect.
Deck texture is almost perfect.
Hull and Saddle Tank Textures still hosed after import.
Model for NSS_Uboat7c_det01.obj had some errors. Used a freeware UVMapper to attempt fix but unable to import to S3D because vertices do not match NSS_Uboat7c_det02.obj. Not sure what is going on here.
The NSS_Uboat7c_det01/02.obj's are details such as railing, torpedo tubes and visual partition block to simulate Pressure Hull structure.
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Old 01-31-11, 07:10 AM   #248
Madox58
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det01.obj and det02.obj are different objects.
Do not try to import them as an animation sequence.
What texture are you trying to use on the Hull?
Mine renders fine.
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Old 01-31-11, 12:02 PM   #249
urfisch
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great stuff, privateer! i see new, playable units on the horizont...



did you try to import a new boat, by just cloning the existing? or is this method no longer possible in sh5...?


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Old 01-31-11, 12:04 PM   #250
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I didn't try to import as animation. S3D made that assumption for reasons I don't understand as yet.

I am using the textures from the SH5 Tarnmatte (Weathered) Skin linked in my Sig below.
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Old 01-31-11, 01:05 PM   #251
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Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DExpl, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture (in SH3):
Specular (a-channel) as is ...
Bump as is ...
not adjusted.

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Old 01-31-11, 01:41 PM   #252
Magic1111
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Quote:
Originally Posted by Anvart View Post
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.
******Off-Topic on:*****

Hi Anvart my Friend, it´s good to hear from you !

Best regards to you !

*****Off-Topic off *************
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Old 01-31-11, 02:17 PM   #253
Madox58
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OK, I looked at the Sub Hull.
The problem is not the export.
It's the fact that SH3/4 need a square image for textures.
512 x 512 for example.
Look at the Uboat 7 hull textures from SH5.
(And the Ship hulls stuff for that matter)
1024 x 512
The UV's are being squashed in S3D (and in Game most likely also).

I'll do some testing to see if there's an easy way to at lest partially fix
the problem when exporting.
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Old 01-31-11, 04:19 PM   #254
urfisch
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Quote:
Originally Posted by Anvart View Post
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.

hey anvart. great work! seems, as if we might finally get new crew models in sh3?
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Old 01-31-11, 05:16 PM   #255
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Here's a quick fix of the type 7C exported.


Never mind the secret stuff in the dat.
It's a test dat where I dump a lot of tests of the exporter.


I took the UV's for the bottom Hull, shrunk them and positioned them.
took the 1024 x 512 texture and made a 1024 x 1024 texture.
placed them in the dump dat and got what you see above.
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