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Old 04-18-08, 05:14 PM   #151
skwasjer
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Quote:
Originally Posted by privateer
One more bug.
It's Friday and S3D won't get a beer from the fridge for me?
:rotfl:

Good work Mate!
I'm already drunk, no worries...


Whooooooops, I just deleted S3D source code...


Hick.... Ah well.... Hick....

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Old 04-18-08, 05:40 PM   #152
Rubini
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Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by privateer
One more bug.
It's Friday and S3D won't get a beer from the fridge for me?
:rotfl:

Good work Mate!
I'm already drunk, no worries...


Whooooooops, I just deleted S3D source code...


Hick.... Ah well.... Hick....

Hell ! NOoooo!!!
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Old 04-18-08, 06:14 PM   #153
iambecomelife
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by iambecomelife
Here are the files for the lifeboat:

http://files.filefront.com/Lifeboat+.../fileinfo.html

It contains the lifeboat 3d model (along with people), crewmember figures, D. Kruger's skins, and a new skin for the liferafts.

The people are separate models from the lifeboat, so if you use wings3d you can move them around, clone them, or delete them depending on how many people you want.
Thanks mate! I already downloaded it. Your new LB skin is now really good, testing in game now!

Just FYI, i don´t know nothing (until now) how to mess with 3D objects, i don´t have wings3d. So, can you (if not ready yet) just made a "already ready" LB with crew inside ready to we import with the upcoming new S3D and then we can test the whole thing in game? :hmm:
The lifeboat file is ready, with all the crew in their places. However, I do not know how to insert the crew textures and the new obj files into the existing DAT file. Whenever I close the lifeboat OBJ file and reopen it in Wings3d, the crewmembers are untextured and I have to assign the textures all over again. I will try to do it myself once the updated version of S3ditor is available. However, I would prefer to have step-by-step instructions from anyone who knows how to do this.

I think you need to select "File" and then "Import" and then "3d model" or "embedded image". What else do you have to do?

Also, what controls how many pieces of debris or boats spawn?
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Old 04-18-08, 06:56 PM   #154
skwasjer
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One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/show...71&page=30#587
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Old 04-18-08, 06:56 PM   #155
skwasjer
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Argh, double post...
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Old 04-18-08, 07:10 PM   #156
Madox58
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Quote:
Originally Posted by skwasjer
Argh, double post...
Put the beer down and step SLOOOOWLY away from the keyboard
and nobody gets hurt!!

:rotfl:

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Old 04-18-08, 07:17 PM   #157
iambecomelife
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Quote:
Originally Posted by skwasjer
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/show...71&page=30#587
I think that the files are triangulated - when I took the screenshots I was just using a mode that rendered the models smoothly to make them look better. When I switch back to Wings3d's "work" mode I can see that the models are composed of interlocking triangles.
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Old 04-18-08, 07:17 PM   #158
skwasjer
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Funny you should say that. Two weeks ago I fell from the stairs (some 8 steps) at night and scared the **** out of my gf who was asleep. I couldn't get up for at least 10 minutes. My back is still sour now...
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Old 04-18-08, 07:22 PM   #159
skwasjer
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Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by skwasjer
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/show...71&page=30#587
I think that the files are triangulated - when I took the screenshots I was just using a mode that rendered the models smoothly to make them look better. When I switch back to Wings3d's "work" mode I can see that the models are composed of interlocking triangles.
All I did was look at the obj-file in a text editor:

f 33//33 39//39 40//40 41//41 42//42 36//36 35//35 34//34

This face has too much vertices (it has 8)
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Old 04-18-08, 08:42 PM   #160
Madox58
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I hate sour backs!!

But ya,
I saw the 8 vertices thingy.
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Old 04-18-08, 08:50 PM   #161
iambecomelife
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Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by skwasjer
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/show...71&page=30#587
I think that the files are triangulated - when I took the screenshots I was just using a mode that rendered the models smoothly to make them look better. When I switch back to Wings3d's "work" mode I can see that the models are composed of interlocking triangles.
All I did was look at the obj-file in a text editor:

f 33//33 39//39 40//40 41//41 42//42 36//36 35//35 34//34

This face has too much vertices (it has 8)
Then back to work, I guess. It's strange because I didn't modify the ships or the men that much from stock SH3 objects. Oh well...
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Old 04-18-08, 09:18 PM   #162
Madox58
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One thing you may want to worry less about is the crew.

Your LifeBoat men don't move about.
The New Life Boat Men will.
Along with Survivors in the water.

All new animations are being created from scratch!
If all goes well?
You'll see a preview hopefully in a day or two.

At that time I'll introduce you to a Very Talented 3D Artist.
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Old 04-18-08, 09:44 PM   #163
iambecomelife
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Quote:
Originally Posted by privateer
One thing you may want to worry less about is the crew.

Your LifeBoat men don't move about.
The New Life Boat Men will.
Along with Survivors in the water.

All new animations are being created from scratch!
If all goes well?
You'll see a preview hopefully in a day or two.

At that time I'll introduce you to a Very Talented 3D Artist.
You know, that's what I love about this game.

I remember back in 2005, when I thought we would never be able to add new ships to the game.

I remember finally being able to add new ships, but having to clone the ID's manually, for hours or days on end.

I remember thinking we would never have the Type XXIII.

I still recall gritting my teeth and bearing the storm front/weather bug, because after all, it would never be fixed, and at least it didn't crash the game, so who were we to complain?

I can recall being used to so-so aircraft models, because this was a naval sim, and we couldn't expect the planes to have transparent canopies & other "eye candy" - could we?

Other things, such as Channel Forts, lightships, airships, V-1 bombs, and a playable S-Boot campaign seemed so far-fetched I don't think I ever imagined them.

Now it looks like we're about to see another milestone, so congratulations in advance. Just seeing all the different things people come up with is an adventure in itself - even more than going out on patrol.

Plus, not to sound too hokey, but it's especially satisfying to finally address the "sensitive issues" that we simmers were shielded from when they decided not to include survivors. Although this will always be a game to us, playing an overly sanitized version just insulates us from History even more. The fact is that during the war, real lives were lost (about 9 lives for every ship lost in the Atlantic IIRC). I can understand the dev's decision, but perhaps ignoring this reality is itself callous, in an ironic way.

OK, enough preaching. Back to Wings3d.
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Old 04-18-08, 10:22 PM   #164
Wolfehunter
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Awesome work guys Many thanks for you hard work!
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Old 04-18-08, 10:41 PM   #165
Rubini
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Quote:
Originally Posted by privateer
One thing you may want to worry less about is the crew.

Your LifeBoat men don't move about.
The New Life Boat Men will.
Along with Survivors in the water.

All new animations are being created from scratch!
If all goes well?
You'll see a preview hopefully in a day or two.

At that time I'll introduce you to a Very Talented 3D Artist.
Yes i know!

But what Iambe are doing is good and enough for a more soft and imediately version for ppl will playing when we wait for the big news!

@Iambe: yes, please finish it. You will learn a lot and we can go playing just waiting for Privateer version. I´m very anxious to see your LB with crew on the debris for now.

@privateer: now this is a promisse my friend! We want that animation crew, with survivors and sharks! Very good mate!
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