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08-15-15, 10:07 PM | #346 | |
Ocean Warrior
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Quote:
http://www.redrodgers.com/forums/forumdisplay.php?f=99 https://m.vk.com/subsim Last edited by Anvar1061; 08-15-15 at 10:12 PM. |
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08-15-15, 11:27 PM | #347 |
Mate
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08-16-15, 02:52 AM | #348 |
Sonar Guy
Join Date: Oct 2013
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My questions concern exporting GR2 files from SH5, and importing them into S3D for SH3.
I can export them using GR2 editor. I then know how to extract the uv2 map channel 2 using 3ds max. But, here is the problem: I am trying to export the SH5 VII aft torpedo room. It has 13 subsets in one obj file. When I export it in GR2 editor it comes out with .obj file, AO .obj file, and then the .mtl file and the textures. I then convert the AO .obj into uv2 files using 3ds max. But this splits up all the subsets into each part. So now I have 1 .obj file base from GR2 editor, and then all the 13 uv2 files from 3ds max. How to I import one subset at a time using their corresponding uv2 file? S3D says the vertices do not match up between .obj and uv2 file, because the uv2 files are smaller because they represent each individual subset, while the .obj file represents all 13 subsets in 1 file. Make sense? The problem is the subsets. Could you post the steps please? A tutorial perhaps. Thanks! We need VII aft torpedo room for SH3. If i could just get the models in S3d with uv2 mapping, I know how to do the rest for nodes and controllers and such. I'm a programmer not a modeller. I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet. And if I try to split the .obj file into subsets of 13 .obj files and try to load into S3D, I get error "Start index cannot be less than zero." So I don't know what to do. The only way I can import into S3D is to have 1 obj file with the 13 subsets in it. But having this I cannot import uv2 files beccause of the vertices do no match because they represent only 1 subset. Last edited by areo16; 08-16-15 at 04:23 AM. |
08-16-15, 03:21 AM | #349 | |
Sonar Guy
Join Date: Oct 2013
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Quote:
Thanks for this! |
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08-16-15, 04:04 PM | #350 |
Mate
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Location: Russia. St.Petersburg
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08-16-15, 04:30 PM | #351 |
Sonar Guy
Join Date: Oct 2013
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Well, NSS_Uboat7c.TRA.GR2 first. 7a is not as popular.
I have good news. I got it in S3D. These are my steps: 1. Export meshes using GR2 Editor version 1.1.272, with textures. 2. Extract each subset using 3ds max to individual obj file. Make sure textures are found on import. 3. Extract each subset AO using "Unwrap UVW" in 3ds max to individual uvw file. 4. Rename uvw file to "object file name"-uv2.uvw 5. Create node in S3D with label exactly same name as obj file and import into S3D. Make sure textures are found on import. 6. Success with convert from SH5 GR2 to S3D obj with uv2 mapping! But now I have other problem. I am having a hard time matching up the ambient occlusion and Normal\Bump textures in S3D. I know what textures that go with each mesh as they are listed in the .mtl file. But in mtl file exported from GR2 Editor is listed for example this format: map_Ka (base texture?) map_Kd (base texture?) map_Ks (base texture?) map_d (ambient occlusion?) map_bump (Normal\Bump?) bump (Normal\Bump?) Am I labeling them correct? Ka, Kd, Ks = base texture. d = AO, bump = Normal\Bump ??? Problem: Ambient Occlusion texture is rendering black for mesh. Or the ambient occlusion is appearing on surface wrong. Or mesh will appear in game with only base texture and no AO. Thanks. EDIT: fixed AO texture problem. You have to invert normals in 3ds max for AO obj, before the Unwrap UVW. Now everything works great! Cheers! Last edited by areo16; 08-16-15 at 05:06 PM. |
08-16-15, 06:23 PM | #352 |
Sea Lord
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Sounds like a breakthough
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08-16-15, 10:18 PM | #353 |
Sonar Guy
Join Date: Oct 2013
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I do have one question for you about too many texture coordinates on S3D import. I sent you a PM.
Oh, and I tried optimization in 3ds to reduce coordinates, but this screws up the ambient occlusion texture. What is the remedy? Thanks. Last edited by areo16; 08-16-15 at 10:27 PM. |
08-17-15, 12:13 AM | #354 |
Sea Lord
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@aero16
Dont see a PM with your question. In case of too much data fir S3D you have to split the data in more .dat files. Make nodes and combine them with the parent IDs. |
08-17-15, 01:46 AM | #355 | |
Sonar Guy
Join Date: Oct 2013
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Quote:
I'm talking about .obj files. Too many texture coordinates. I'd have to split the meshes into multiple parts. What is the easiest way to do it when there are many little items in the meshes and selecting the exact same vertices for both base and AO is nearly impossible. |
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08-18-15, 01:17 AM | #356 |
Ocean Warrior
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08-18-15, 01:36 AM | #357 |
Sonar Guy
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08-18-15, 02:10 AM | #358 |
Navy Seal
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Yes it has been in CCoM since v8. I would guess that is one of the reasons why flakmonkey stopped working on his mod, its been done.
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08-18-15, 02:11 AM | #359 |
Ocean Warrior
Join Date: May 2012
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09-02-15, 02:54 PM | #360 |
The Old Man
Join Date: Mar 2005
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In readme of this mod is written that it's "nearly finished".
So, is it completed and fully functional or need some polish by creators? I'd like to use it, looks wonderful.
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SHIII + GWX 3 Gold + V16B1 hardcode fixes + SH3Commander SHIV + OM + OMEGU SHV + WoS |
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