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11-17-11, 08:36 AM | #31 |
The Old Man
Join Date: Mar 2009
Location: Norseland
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As long as you can convert the model to .obj.
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Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
01-28-12, 06:08 PM | #32 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
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i want to convert ships from silent hunter 3 and 4 into virtual sailor...is this going to work? and i need any 3d program?
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08-10-13, 01:12 PM | #33 |
Seaman
Join Date: Jul 2013
Posts: 34
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Adding In Ships Documentation.
I found some older useful documentation, & pointers pertaining to
(importing in your ships with S3D) covering a little more on nodes, explinations if you want to read up some over in the Submarine Sim Central forums. Link:Messing around with S3D finally |
10-05-13, 03:56 PM | #34 |
Swabbie
Join Date: Aug 2013
Posts: 7
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what am I doing wrong?
The render of the model looks perfect in 3d max but in the game the texture is all over the place Thanks |
10-05-13, 04:25 PM | #35 |
Stowaway
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10-15-13, 07:07 AM | #36 |
Swabbie
Join Date: Jul 2013
Posts: 9
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CVN78_ USS Ford
http://www.subsim.com/radioroom/showthread.php?t=208348
I did the CVN78 , I hope someone can import it to silent hunter . :) I also upload the OBJ file , if you want to do it for silent hunter . D-L : http://www.mediafire.com/download/co.../CVN78+obj.rar :rock: |
12-23-18, 11:27 PM | #37 | |
Village Idiot
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Quote:
Exactly what issue are you having? |
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01-05-19, 09:34 AM | #38 |
Machinist's Mate
Join Date: Jun 2011
Location: N 50 4 E 14 25
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Do you know how to move objects between S3D and Blender? I need to change a pivot point of one object, to make it rotary, so i exported object from S3D, imported to blender, changed origin, export to wavefront .obj and when i want it import back to S3D i got the rerror msg" "InvalidArgument=Value of '0' is not valid for 'SelectedIndex'. Parameter name: Selected Index
So what i did wrong? |
01-05-19, 02:49 PM | #39 |
Village Idiot
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Can you give me a link to down load your file?
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01-06-19, 12:59 AM | #40 |
Machinist's Mate
Join Date: Jun 2011
Location: N 50 4 E 14 25
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I think i found the problem. Blender was exporting faces in incorrect format.
After few unsucessfull tries i read how the format works ( http://paulbourke.net/dataformats/obj/ ) and create my own "mvorigin" script. But now, when i'm trying replicate the problem i can't replicate it. Now exports looks correctly (i didn't try import it, just as im looking into the file). |
01-08-19, 07:46 AM | #41 |
Machinist's Mate
Join Date: Jun 2011
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Well, so problem remains. Im not able import any object created or modified in blender. :-( So here it is. I get tactical map (i didn't find object which is more simple) and export it by S3D, can download there: http://www.ucw.cz/~jerome/SH3/test/ And then i import it to blender and export it out. That's only action i did with object. After that i change Linux end of line (LF) to end of line which is used by windows (CR+LF). You can download it there: http://www.ucw.cz/~jerome/SH3/test_blender/ (missing uv2 just ignore, it is not important at this moment) When i try it import back by S3D, i got that error ""InvalidArgument=Value of '0' is not valid for 'SelectedIndex'" |
01-08-19, 08:08 AM | #42 |
Machinist's Mate
Join Date: Jun 2011
Location: N 50 4 E 14 25
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I found it! S3D needs to have group name, but in blender export is just object name. So when i change line "o MAP_tactical_it1.001" to "g MAP_tactical_it1.001", S3D import it without problems... so stupid thing, LOL :-)
Last edited by JeromeHeretic; 01-08-19 at 02:50 PM. |
01-10-19, 04:55 AM | #43 |
Sailor man
Join Date: Nov 2018
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Sorry, I haven`t seen your question earlier.
I had exactly the same problem. There is no need to edit the files manualy. In my case the problem was gone, as I checked "objects as obj groups" * in the blender export options. greetings *Edit: Sorry. Don´t check "material groups". Was a mistake of mine. **Edit 2: After some testing it seems that sometimes is nescessary to check "material groups", sometimes not. It worked fine for me to have both checked , but now I stumbled upon a modell - the NLGH lightship - where checking "material groups" during blender export messed up the whole texturing after reimporting in S3D. Perhaps someone has more knowledge about these things? Last edited by Seaowl; 01-10-19 at 09:15 AM. |
01-11-19, 12:57 PM | #44 |
Machinist's Mate
Join Date: Jun 2011
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And also i noticed, that SH3 allow only triangles, in blender you can do it in edit mode by pressing ctrl+t.
EDIT: Aha... i found, that you can check "Triangulate faces" option in export menu. Last edited by JeromeHeretic; 01-11-19 at 01:26 PM. |
01-12-19, 05:53 PM | #45 | |
Machinist's Mate
Join Date: Jun 2011
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Quote:
And isn't problem in that, that you by mistake unwrap some part of model and by this step was mapping changed in other way as was texture mapped originaly? Once i did it by mistake too and didn't noticed at first, just after i compared mapping of original object with my version. |
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