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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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. |
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#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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. |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#4 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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 |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I can email you the .dat, pm me where I should , and thanks !
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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 |
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