View Full Version : Help! how to import/export obj in 3dsmax?
schnorchel
02-10-08, 10:43 PM
Hi Kaleuns,
Recently I want to try to mod some SH3 3d models. But I am pretty new for 3dsmax. no experience on it at all. I fund a link post by Seeadler about how to do it http://www.subsim.com/phpBB/viewtopic.php?t=44354. Because this thread is too old all tutorial pictures link is dead. i understand that there have lots options present in the imports/exports dialog and they are very important for the successfull importing /exporting the obj files. Could anyone help to repost these pictures to enlight me? Thanks in advance.:D
BTW, I have 3dsmax 7.0. Do I need to intall the Import and export plugin?
Madox58
02-10-08, 11:17 PM
I use 3Ds Max 9 but here are my settings
http://i108.photobucket.com/albums/n12/privateer_2006/import.jpg
http://i108.photobucket.com/albums/n12/privateer_2006/Export.jpg
schnorchel
02-11-08, 12:38 AM
Hi privateer,
Great ! thank u very much. I will try it.
But now I meet a problem on the Pack3d. i want to try to make a trial to see if i have any problem on pack3d before start woking on the obj files with 3dsmax.
what I have done is:
1. get a pack3d version 1.051121
2. copy the folder objects include all files in it from SH3 to other place.
3. open the file Turm9c_1_hd.dat from the new created folder objects by pack3d and hit button Export.
Some files will be created in a new-created folder named 3d in the folder objects.
4. select the folder "3: Turm9c_1_coning9c_High" presented in the left window of the pack3d and hit
the button Import then select the file Turm9c_1_coning9c_High.obj in the folder 3d to import.
5. now a new Turm9c_1_hd.dat is created. Copy it in the relevant SH3 folder and run a single mission
with typeIXb41 to see if anything abmormal or changes on the conning tower.
Actually I mean I do not modify the file Turm9c_1_coning9c_High.obj. just export it and import it
back to the Turm9c_1_hd.dat. but what I get is like that
http://img218.imageshack.us/img218/9073/problem1ig2.jpg
Can u tell if i am wrong on some process to manipulate the pack3d?
flakmonkey
02-11-08, 04:19 AM
Cant help with 3dsmax specific issues as i dont use it but from the screenie it looks as if you have a reversed surface.
Sh3 surfaces only have 1 side, whereas most 3d apps have double sided polys by default, there will be an option in 3dsmax somewhere to display polys single sided so you can tell which way round a surface is, + you could also select the surface and reverse its normals in max and that will fix the prob.
+looks like your watch crew need to lay off the schnapps:up:
Madox58
02-11-08, 07:39 AM
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.
schnorchel
02-11-08, 10:20 AM
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.
Thanks for ur infor. I am trying :D
schnorchel
02-11-08, 09:50 PM
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.
privateer,
As your instruction I use version2 to redo the whole thing. the flipped face problem is sovled but it seems still has some texture issue. dont know why and how to solve it.:damn:
http://img148.imageshack.us/img148/4479/93641623lj8.jpg
Madox58
02-11-08, 10:15 PM
Easy enuff to fix!
Open the object you modded or exported and search for this line:
usemtl cfg#E01
Change it to:
usemtl E01
Now open the mtl file and look for this section:
newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01
Change it to:
newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga
Now reimport.
schnorchel
02-12-08, 05:18 AM
Easy enuff to fix!
Open the object you modded or exported and search for this line:
usemtl cfg#E01
Change it to:
usemtl E01
Now open the mtl file and look for this section:
newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01
Change it to:
newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga
Now reimport.
privateer,
You are an expert:up: . Do u mean that I must use hexeditor to edit it?
Madox58
02-12-08, 07:10 AM
Both files are text files.
Notepad works fine.
schnorchel
02-12-08, 10:04 AM
Ha! privateer. That 's why I said I am really new for this. Just now I realize that the obj file can be edited by the notepad!:yep: Again Thanks for your help!:up: :up:
good hunting!
Tomi_099
02-12-08, 10:17 AM
Both files are text files.
Notepad works fine.
privateer,
You are an expert and my favorit :up:
And maybe my SHIII!!! partner -- :rock:
Madox58
02-12-08, 05:48 PM
Glad I can help you guys out.
Not sure what you mean Tomi.
But Thanks all the same!
:up:
schnorchel
02-16-08, 08:58 AM
privateer,
Still need your help. maybe is a stupid question, I dont know the E01 which is mentioned in the mtl file and the obj file is invoked from where? Looking forward to your or anyone's help!
schnorchel
02-16-08, 09:11 AM
maybe it is a place for emblem.:D
maybe it is a place for emblem.:D
Some old notes:
shipname_ShipWake = shipwake
shipname_siajF = bow right splash
shipname_siajF2 = bow left splash
shipname_siajB = stern splash (splashing water above propeller)
... _siajF01 = Submarine bow splash (right)
... _siajF01_02 = Submarine bow splash (left)
... _siajF02 = Submarine bow splash
... _siajF02_b = Submarine bow splash
... _siajB = Submarine stern splash
... _siajC = Submarine CT splash
... _siajC_b = Submarine CT splash
aud_engine_shipname = Sound of engine
aud_engine_diesel_ ... = Submarine diesel engine sound
aud_engine_electric_ ... = Submarine electric engine sound
aud_fore_ ... = Sound of bow wave
aud_propeller_ ... = Sound of propellers
aud_sink_B_ ... = Sinking back sound
aud_sink_F_ ... = Sinking forward sound
cfg#E01_ ... = Sub Emblema 1 !
cfg#E02_ ... = Sub Emblema 2 !
cfg#A01_ ... = A-A Armament !
cfg#A02_ ... = A-A Armament !
cfg#ALB_ ... = Alberich anti sonar coating !
cfg#B01_ ... = Bomb Armament
cfg#BLD_ ... = Submarine Bold Decoy Launch !
cfg#C01_ ... = Radar RWR !
cfg#D01_ ... = RadioDF
cfg#FLG_ ... = Flag !
cfg#FLGC ... = Flag civil. !
cfg#FLS_ ... = Flag (small) !
cfg#FLSC_ ... = Flag (small) civil. !
cfg#TXR_ ... = External texture !
cfg#H01_ ... = Hydrophone 1 !
cfg#H02_ ... = Hydrophone 2 !
cfg#SNK_ ... = Snorkel !
cfg#K01_ ... = Cargo
cfg#L01_ ... = Search Light
cfg#M01_ ... = Main Armament !
cfg#N01_ ... = Sonar !
cfg#O01_ ... = AI_Visual (Lookout on conning tower)
cfg#O02_ ... = Periscope/Attack
cfg#O03_ ... = Periscope/Observ
cfg#R01_ ... = Radar !
cfg#S01_ ... = Secondary Armament !
cfg#S02_ ... = Secondary Armament !
cfg#S03_ ... = Secondary Armament !
cfg#T01_ ... = Torpedo Armament
cfg#TAR_ ... = Tarnmatte anti radar coating !
cfg#W01_ ... = ASW Armament (KGun, YGun, Hhog, DCRack)
cfg#Z01_ ... = Submarine Turm
************************************************
Added:
...
But now I meet a problem on the Pack3d. ...
You can fix error for YZ rotate parameter in the last three versions of Pack3D...
For this unpack (for example) Pack3D_1.04.1105.jar use winrar, 7z, winzip and so on...
Then open unpacked file Trozo4node.java and find expression:
public void setYz (float yx) {
this.yz = yz;
}
and change red as green:
public void setYz (float yz) {
this.yz = yz;
}
...
then recompile edited Trozo4node.java and pack it and new Trozo4node.class
into Pack3D_1.04.1105.jar.
...
Download fixed:
http://www.mediafire.com/?g8mxdz67u3nxa7y
I use 3Ds Max 9 but here are my settings
http://i108.photobucket.com/albums/n12/privateer_2006/import.jpg
http://i108.photobucket.com/albums/n12/privateer_2006/Export.jpg
... and my:
http://img132.imageshack.us/img132/7185/export2objaa3.jpg
schnorchel
02-16-08, 01:02 PM
:up: :up: Thank you very much, Anvart.
Very useful infor.:up: :up: Do you know where I can find a full tutorial about this? :ping:
CapZap1970
02-16-08, 01:18 PM
Hi privateer,
Great ! thank u very much. I will try it.
But now I meet a problem on the Pack3d. i want to try to make a trial to see if i have any problem on pack3d before start woking on the obj files with 3dsmax.
what I have done is:
1. get a pack3d version 1.051121
2. copy the folder objects include all files in it from SH3 to other place.
3. open the file Turm9c_1_hd.dat from the new created folder objects by pack3d and hit button Export.
Some files will be created in a new-created folder named 3d in the folder objects.
4. select the folder "3: Turm9c_1_coning9c_High" presented in the left window of the pack3d and hit
the button Import then select the file Turm9c_1_coning9c_High.obj in the folder 3d to import.
5. now a new Turm9c_1_hd.dat is created. Copy it in the relevant SH3 folder and run a single mission
with typeIXb41 to see if anything abmormal or changes on the conning tower.
Actually I mean I do not modify the file Turm9c_1_coning9c_High.obj. just export it and import it
back to the Turm9c_1_hd.dat. but what I get is like that
http://img218.imageshack.us/img218/9073/problem1ig2.jpg
Can u tell if i am wrong on some process to manipulate the pack3d?
don't worry, it's a new tactic they use, specially created for watch crew!!!
:rotfl: :rotfl:
CapZap
:up: :up: Thank you very much, Anvart.
Very useful infor.:up: :up: Do you know where I can find a full tutorial about this? :ping:
I don't know ...
Madox58
02-16-08, 03:06 PM
Очень хороший пост Anvart!
You may want to copy Anvart's
information posted above.
If you copy and keep enuff posts like these?
You have a manual!
I guess I should take alot of the posts I've copied
and bundle them up.
That would be a sorta manual that could be uploaded.
Очень хороший пост Anvart!
...
Хорошо и правильно написанная фраза, Privateer!
Saved that one right away, most useful :hmm:
Thanks for sharing Anvart
No prob's.
I many times wrote these lines on this forum ...
But it is old note, about two-year-old ...
Madox58
02-16-08, 03:55 PM
Yes,
I do believe I have this info from when I first came around.
If I don't have a copy,
I know I DID have it for awhile!
Dig through all the past posts?
There is a manual buried here at SubSim!!
But it's like a hidden treasure.
;)
schnorchel
02-17-08, 10:42 PM
Thanks for ur all advice!
Do search before ask next time:up: :up:
Easy enuff to fix!
Open the object you modded or exported and search for this line:
usemtl cfg#E01
Change it to:
usemtl E01
Now open the mtl file and look for this section:
newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01
Change it to:
newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga
Now reimport.
I use 3Ds Max 9 but here are my settings
http://i108.photobucket.com/albums/n12/privateer_2006/import.jpg
http://i108.photobucket.com/albums/n12/privateer_2006/Export.jpg
... and my:
http://img132.imageshack.us/img132/7185/export2objaa3.jpg
... and some notes for mtl-file format:
If the 'Output Material Library File' option is enabled then a material definition file (.mtl)
will be output along with the geometry file. This file lists attributes of various materials.
The mapping from the converter's internal parameters to the .mtl parameters are described as follows:
Ns = Phong specular component. Ranges from 0 to 200.
Kd = Diffuse color weighted by the diffuse coefficient.
Ka = Ambient color weighted by the ambient coefficient.
Ks = Specular color weighted by the specular coefficient.
d = Dissolve factor (pseudo-transparency). This is set to the internal face transparency value.
illum 2 = Diffuse and specular shading model.
map_Kd = Diffuse color texture map.
map_Ks = Specular color texture map.
map_Ka = Ambient color texture map.
map_Bump = Bump texture map.
map_d = Opacity texture map.
... and ...:
http://img229.imageshack.us/img229/1994/guruwaregwobjiov094bws8.jpg
It's WaveFront Obj import/export plugin (freeware) for 3D Studio Max by guruware ...
Link:
http://www.guruware.at/main/objio/index.html
... and ...:
http://img229.imageshack.us/img229/8785/polytransul3.jpg
It's PolyTrans import/export plugin (WaveFront Obj too ...) for 3D Studio Max ...
... and no bad site:
http://www.maxplugins.de/index.htm
Madox58
02-26-08, 06:18 PM
Anvart
Very cool!!
I hope people copy this info!!
Would save much time for New guys to keep it handy.
:up:
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