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miner1436
03-18-08, 11:08 PM
Check out this website that has 3D models of much needed ships in SH4. Someone could make a mod of this!

Kaga:
http://www.geocities.jp/usio_no_ibuki/ship_image2/Kaga_s.jpg

Mogami pre conversion:
http://www.geocities.jp/usio_no_ibuki/ship_image2/Kumano_s.jpg

Webiste:http://www.geocities.jp/usio_no_ibuki/Ships.htm

Lagger123987
03-19-08, 01:42 AM
These ships look like there for il-2 1946, I might be wrong.

LukeFF
03-19-08, 03:06 AM
Just because someone modeled those ships doesn't mean they're compatible with SH4 in any way, shape or form.

zaza
03-19-08, 10:30 AM
About 1or2 years ago ,one of our subsim member Chom who is Japanese asked
him (this website modler) to join sh3 mod for IJN ships .

But he were not interesting in sh3 but only cfs2 mod.:oops:

tater
03-19-08, 12:37 PM
Think we linked that in the making new ships thread ages back. If not, I emailed it to a few people.

longam
03-19-08, 12:48 PM
The site talks about CFS2

swdw
03-19-08, 01:19 PM
All you need is permission to USE the models.

As for not being compatible, no models will be directly compatible with the SH series.

However, when S3D has the ability to import export models and texture data via the collada format, then the ability to use such models becaomes available.

So I wouldn't shoot this idea down yet. Rather hold on to the info and you may find this becomaes useable in future versions of S3D.

tater
03-19-08, 01:57 PM
^^^ exactly.

WernerSobe
03-19-08, 02:27 PM
as long we cannot import 3d models we cannot do anything... thats the problem.

creating a 3d model is not the hook. There are many talented modelers around in moding comunity. Im sure once we can import models there will be tons of new content.

You could create a playable jap sub with interior and even launch its searchplane in example.

skwasjer
03-19-08, 02:31 PM
Can you feel the pressure?? :rotfl:

Back to my if..then..else.. :ping:

tater
03-19-08, 02:32 PM
BTW, the old thread:

http://www.subsim.com/radioroom/showthread.php?t=111177

Many links in there, too. Quite useful.


tater

Digital_Trucker
03-19-08, 04:36 PM
Can you feel the pressure?? :rotfl:

Back to my if..then..else.. :ping:

Don't let the flow chart drown ya, skwas, just go with the, ah...., well...., flow:arrgh!:

AG124
03-20-08, 10:22 AM
Has anyone ever asked for permission to use these models? I noticed that in the units' readme files, they say that the models cannot be used without permission as opposed to not at all - to me, this seems to indicate that they would be willing to consider requests for use.

The 3d models appear to be in .mdl format - I don't know if this format can be converted into .obj, but I did find some info regarding it online (I won't post any links because I'm sure anyone here who needs to know about .mdl files already knows more about them than me anyway). The poly count looks alright at first glance, although it is not immediately apparent whether they are triangular (which I believe is a requirement of the .dat files for this game). If the files can be converted, they can easily (other than the time it would take) be imported into current .dat files - this has been done many times for SHIII, and I assume SHIV shouldn't be too much different when it comes to using pre-existing cloned .dat files (although I haven't been following SHIV modding too closely lately). The textures will need to be replaced, but that is a small price to pay for these great-looking models (once again, assuming we could use them).

BTW - there are also a few there that would be useful to SHIII, such as the HMS Eagle and the Dunkerque class battlecruisers.

skwasjer
03-20-08, 12:00 PM
If using SH3 methods to create new SH4-units, the game will basically just render the units like the SH3 engine would (not entirely, but close enough). SH4 units use multiple rendering passes and textures and this can't be imported using available tools right now. That's why not alot of people have really made the effort since the units won't look so good compared to other 'stock' units in the SH4 environment. You are essentially downgrading SH4 back to SH3 that way...

I am working on a Collada-importer which should solve these problems, and hope to have it done anytime in the near future...

(avoiding the word 'soon')

:rotfl:

nik112
03-20-08, 01:45 PM
GUYS
I have at least 95% of the above ships in my library (flying cfs2) in zip format (each one its about 1,5mb). if any one its interested lets pm and i ll send

cheers.:damn:

AG124
03-20-08, 01:57 PM
@ nik112 - I'm not sure you understand. The ships can be downloaded from the site itself in .zip format (I already have all of them) - the compressed archival format is not the issue. I was talking about the 3d models themselves within the archive - it's not just enough to have the files from another game - the 3d model has to be extracted from the current files (right now, each appears to be available as a raw model in .mdl format) and imported into a SHIV .dat (it needs to be in .obj for that). The .mdl is found in a subdirectory within the .zips, which as I said, I already have and anyone else can get from the site too.;) Thanks anyway though.

@ skwasjer - Thanks for the clarification; hopefully, someone will make some progress soon. :yep: I remember the days when no one could do anything with SHIII models too....:cool:

cheese123
03-20-08, 06:52 PM
Has anyone managed to convert these?

AG124
03-20-08, 10:18 PM
@ cheese123 - No, not yet.

miner1436
03-21-08, 12:56 AM
If we could convert the .mdl to .obj we could import it to a converted SH3 ship and see if it works.

AG124
03-21-08, 09:35 AM
@ miner1436 - Sounds like a good idea to me. If I could find some software to do the conversion, and if I found some free time this afternoon (unlikely), I might give it a quick shot to see what happens. Someone should ask permission from the original modellers first though.

AG124
03-21-08, 02:29 PM
I can't seem to find a file converter which will recognize these particular files - the only one I could find for free is Quick3D's 30 day trial, and it only recognizes .mdl files from Quake, apparently.:nope: Each time I try to open one of the ship models, I am told that it is 'not a valid Quake .mdl file' (Quake also used .mdl's, from what I have read).

GerritJ9
03-21-08, 04:38 PM
Probably a daft idea, but perhaps it might be possible to convert the files using 3DS Max or Wings 3D- has anybody checked?

Digital_Trucker
03-21-08, 04:40 PM
You'd need a plugin for 3DS max (which I haven't been able to locate), since it doesn't support the .mdl format. I don't know anything about wings3d, though.

miner1436
03-21-08, 04:42 PM
Wings 3D cant convert it.

AG124
03-21-08, 04:53 PM
Wings3d was the first program I checked - it is my main program for shipbuilding. However, it cannot be used to edit or open .mdl files at all. :nope:

I don't use 3DS max, but I didn't see an .mdl plugin for it during my general search.

I just tried a couple of scripts for gmax, pointed out to me in a PM from Bigboywooly (:up:). Neither of them would recognize these particular .mdl files.

Neither I nor anyone else has asked for permission to use them in the game anyway.:-?

Digital_Trucker
03-21-08, 05:01 PM
Kind of a catch22, we can't use them 'till we get permission, but until we can figure out how to use them, it doesn't make much sense to ask permission.;)

Which came first the chicken or the egg?:rotfl:

GerritJ9
03-21-08, 06:06 PM
Judging by the pics, these ships will need extensive reworking to be brought up to SH4 standards, so it might be better to start from scratch anyway.........

AG124
03-21-08, 06:27 PM
Even though the poly count of these ships is definitely somewhat lower (i.e. there is less detail) than the current SHIV models, you would be surprised at the difference that a high-quality skin makes.:yep: Let's see one of these models re-skinned first before we jump to conclusions about inadequate quality.

miner1436
03-21-08, 09:33 PM
I guess someone could just ask the guy who created these what program he used.

andycaccia
03-22-08, 08:10 AM
We need also the Shinano!!

denis_469
03-22-08, 08:42 AM
MDL format need export in MDX format and after it ships converted in 3D MAX format. And all.

GerritJ9
03-22-08, 10:18 AM
Seems you can use a programme called Yobgul's File Converter to convert .mdl files to.mdx files. Time to test this.............
Thanks for the tip, Denis!:up:

denis_469
03-22-08, 10:24 AM
Seems you can use a programme called Yobgul's File Converter to convert .mdl files to.mdx files. Time to test this.............
Thanks for the tip, Denis!:up:

Please:D

I himself can not made units now during my pc in repaire and post this entry for all who can made.

Best regards for converts and wait more units for SH III and SH IV.

tater
03-22-08, 10:32 AM
BTW, the "much needed" models on that page are not the 2 large warships posted, but the Kaibokan and the T-14 PT boat (with DC roll rack) ;)

denis_469
03-22-08, 10:34 AM
BTW, the "much needed" models on that page are not the 2 large warships posted, but the Kaibokans ;)

I hope, that made all ships what is not in game....

tater
03-22-08, 10:43 AM
There are a number of issues (not knowing how the models are put together). The guns, for example, need to be removed so they can use existing guns via nodes, etc.

A DM also needs to be created, along with models for damaged states. It's pretty non-trivial, actually. Given the large amount of work required, like any other project, focus would matter to get things done. The large ships are typically the immediate focus of people. Read the old "ships needed" type threads, and everyone was clamoring for Shinano, Kaga, etc. Ships that would rarely if ever be seen by players. The reality is that in terms of "bang for the buck," the ships to make are small escorts and small shipping since they are the actors most likely to be encountered by player submarines.

Kaibokans, Matsu DEs, Auxiliary gunboat escorts. Chidoris... Those are what we need most. That and Fox Tare merchants, and Sugar Baker Charlie and Sugar Baker Sugar types.

AG124
03-22-08, 10:47 AM
@ tater - Actually, the escort ship on that page is a late war (1944) frigate, and not a kaibokan. I agree that small escort ships are a priority, but I would personally like to see that tanker, seaplane tender and landing ship in game.:hmm:

Basically, these are the ones which would be useful in SHIV (these are obvious - I know):

BB:
None

CV:
- Lexington class (US) (either model)
- Akagi
- Kaga
- Soryu
- Shinano
- Ryujo (1937 version)
- Ryuho

CA:
- Tone class (either model)
- Mogami class pre-conversion (either Kumano or Suzuya model).
- Pensacola class (US)

CL:
- Tenryu class (either Tatusta or Tenryu)
- Oyodo

DD/DE/Torpedo Boats:
- Porter class (US) (either model)
- Ukuru class frigate (either model)
- JP torpedo boat

Others:
- Nisshin class seaplane tender
- Kamoi class AO
- Type 1 landing ship
- Daihatsu landing craft
- Small coastal vessel with sails

Plus, the Thor, Dunkerque, and Eagle would be useful in SHIII.

EDIT - Lexington class added - thanks miner1436 - forgot them when I wrote up the list.

miner1436
03-22-08, 10:53 AM
Maby Lexington or Saratoga also?

GerritJ9
03-22-08, 10:58 AM
Yobgul's is No Go........ it requires two .dlls from Warcraft 3, which I don't have: ijl15.dll and mss32.dll:cry: Bummer! Oh well, The Search Goes On...........

tater
03-22-08, 11:12 AM
There is no such thing as a "frigate" in the IJN.

The Matsu was technically a DD (it was so listed in the rolls), though it was used more like a DE using USN terminology.

Ukuru (one of the 2 Ukuru Class kaibokan shown) was an improved Mikura. They would also have simply been called "Type B." Later, the Type C "Coast Defense" ships were also "Kaibokan."

All were known by the IJN as "coast defense" ships, BTW.

tater

AG124
03-22-08, 12:58 PM
@ miner1436 - Forgot about the Lexington class when I threw together that list from memory.:damn: Thanks - list updated.

@ tater - I see. I always heard US historians like Edwin P Hoyt refer to them as frigates, and just never questioned it. I usually thought of kaibokans as comprising the type C and D classes, (although I have read about the A and B variants, I never associated them with the C and D variants for some reason). Thanks.

miner1436
03-22-08, 01:02 PM
We would also have to add propellers and shafts on the ships.

miner1436
03-22-08, 01:59 PM
Well I dont think a converter for these files exists.

tater
03-22-08, 02:47 PM
Yeah, WE did call them "frigates," for sure. Not sure why we made a distinction with a ship type we didn't really use ourselves, lol.

<S>

tater

THE_MASK
03-22-08, 02:55 PM
Would it be posible to have some of the junks or fishing boats with sails in game , without the sails . I mean make them a small motorised version . Just a thought .

DeepIron
03-22-08, 06:28 PM
I spent most of my afternoon trying to convert the .mdl files... to no avail. I set up GMAX, etc... almost got the file to convert to .dxf but the converter barfs...

I can also convert them into intermediate formats, MD2, MD8, BGL and SCA but no further. What's ironic is the converter I'm using in this case has a switch to convert to .dxf as well, but the author won't enable it in his freeware version...

It appears that they are converted to the .mdl format that various versions of MS Flight Simulator uses and cannot be readily converted back to the original formats easily, if at all... They are not simply geometry, they also have a bit of code embedded in them, like a .dll in some aspects.

Too bad, as according to the website, the models are Freeware (used Google Translate on the webpages). The only way it seems to do anything with these is to contact the author for the original files BEFORE they are converted to .mdl

AG124
03-22-08, 07:27 PM
I think it's about time someone contacted the builder of these fine vessels - I just checked over that site, but I don't see an e-mail address anywhere (I can't find one in the readmes either) - at least not one in English. Can anyone help me find one?

DeepIron
03-22-08, 07:44 PM
The author has a blog link on his homepage. You can access the blog and leave a comment for him I guess. I couldn't find an emai link either...

Here's the tranlated URL.... Hit the back button on the top of the page and you'll get his homepage... Good luck!

http://www.google.com/translate?u=http%3A%2F%2Fwww.geocities.jp%2Fusio_n o_ibuki%2FShips.htm&langpair=ja%7Cen&hl=en&ie=UTF8

AG124
03-22-08, 10:06 PM
I'm considering posting a request - I'll have to tell him to contact me through Subsim though, as I don't want to post an e-mail address on a public blog. Thanks. :)

miner1436
03-22-08, 10:14 PM
A request for what?

DeepIron
03-22-08, 10:28 PM
A request for what?
Sushi... and ice cold Kirin beer.... ;)

Nah, seriously... I think AG124 is going to try and contact the creator of these fine ship models for use in SH...:up:

AG124
03-22-08, 11:28 PM
Deepiron is correct.:yep: However, I haven't yet decided whether to ask or not.

miner1436
03-22-08, 11:37 PM
Ask him if he would be so kind as to convert them to .obj.

rodan54
03-23-08, 12:36 AM
Is there really a need to scoure the internet, and ask permission, for new ship models? I'm sure there are plenty of capable modelers residing here on subsim that are already modeling new units, and if they haven't already started then they will eventually.

Besides without S3D's import/export support all efforts to add new units are essentially in limbo.

Not trying to downplay your efforts to get new ships ingame miner, but just because no new SH4 models have been shown on Subsim thus far doesn't mean they don't exist. ;)

zaza
03-23-08, 07:41 AM
I had posted this...a few days ago.

SH3 IJN sub chaser modeler CHOMU asked him to
JOIN SH3 modding ships.
CHOMU is Japanese and asked in Japanese ofcurse.
But he is not intersting in sh3 and sh4.....:nope:



I dont know he permit convert thease data.
If he will not permit convert data, ask him to where thease
data get from. Hard to get thease plans so on.

DeepIron
03-23-08, 09:00 AM
Is there really a need to scoure the internet, and ask permission, for new ship models?
Well, it's kind of reinventing the wheel in a way. If you've got something to start with, and it's good, and it's free, why not?

I've been buildng new vessels for SH in anticipation of importing them into the sim, and it's a lot of work...

AG124
03-23-08, 12:40 PM
Well, it's kind of reinventing the wheel in a way. If you've got something to start with, and it's good, and it's free, why not?

:up:


I've been buildng new vessels for SH in anticipation of importing them into the sim, and it's a lot of work...

What ships might you be building?:hmm:

DeepIron
03-23-08, 12:55 PM
What ships might you be building? I've been working mostly on small coastal craft, both IJN and Maritime. Patrol boats, sea trucks, barges and the like... Sea craft to "fill in" the missing types, like sea trucks which were a mainstay of inter-island and coastal traffic, along with some smaller IJN boats for historical perspective. US subs sank smaller tonnage freighters as the war continued basically because the larger vessels were already "deep sixed"...

I'm also going to do some of the more "huntable" vessels like the Kaibokans (for variety) and I want to do the Yubari (because it was unique). I've also got some of the IJN subs on my list too...

What's holding us up is the inability to create SH4 .dats, something that Skwasjer is actively pursuing in S3D. That, and being able to create an entirely new vessel "from scratch" with all the appropriate config files for testing. tater worked out a lot of the necessary configs and details for the new vessel files, we just need to complete the process.

Madox58
03-23-08, 12:58 PM
Try this site.
;)
http://www.the-blueprints.com/index.php?blueprints/ships/ships-japan/

DeepIron
03-23-08, 01:02 PM
Try this site.
;)
http://www.the-blueprints.com/index.php?blueprints/ships/ships-japan/
Yes, it's a worthy site. I use it to look for details I might be missing...

What's interesting though, is that a number of the images are lifted from the US Naval ONI Recognition Manuals, which I have... :up:

miner1436
01-20-09, 03:44 PM
Im trying to post a comment in the blog but something keeps comming up about a cookie in japanese. :-?

Madox58
09-19-10, 05:40 PM
The conversion from CFS2 to obj files has been completed.
Only 2 readily available programs are needed.
It is a multi-step process though.
The CFS2 file needs to be converted 4 times in one program.
Then opened in the second program to export to 3ds format.
That file then needs the various LODs cut out in any program that opens 3ds files.
Then saved it as an obj file.
The work of cutting it up and re-scaleing is then good to go.
:03:

If anyone is interested in this process?
I'll post links to the needed programs.
And the exact steps you'll need to take.

miner1436
09-19-10, 05:59 PM
I am interested.:DL

Madox58
09-19-10, 06:08 PM
I've uploaded the programs to save the trouble of registering at
other forums.
Here's the first program.
http://www.mediafire.com/?k1oqjn6mov6eapb

Here's the second program.
http://www.mediafire.com/?n3s2bn49ej1d4zk

Useing the first program takes 4 steps.
I'll write a batch file to do the steps needed in order and upload it.
Here's the batch file.
http://www.mediafire.com/?76hxi8gc8871ibw
This will save you lots of heart aches!
:haha:
Believe me!
It took me ages to figure this process out!
:yeah:

miner1436
09-19-10, 06:26 PM
So where does the batch file go? and the .mdl?

Madox58
09-19-10, 06:27 PM
Place the first program in the root folder.
It hates long file names so be very aware of this!
Mine is C:\mdlc
Edit the ini file to point to this folder.
Place the batch file I provided in this folder.
I used the name file.xxx in the batch file.
So copy any CFS2 mdl file to this folder and rename it to file.mdl
(Or edit the batch file but keep names very short!)
When the first program is finished use the second program to open the TEMP.MDL file
It may take awhile but it will open the file.
Save as a 3DS file!
All others are screwed up.
Open the 3DS file in program of your choice and delete all objects that use a low LOD name!
You want only the highest LOD parts.
Now save as an obj and do as you please.
:salute:

I do not suggest useing models with no permissions.
I only offer this as knowledge as to how to do somethings.
:yeah:

miner1436
09-19-10, 06:48 PM
The .bat is .bat.txt

Madox58
09-19-10, 06:49 PM
On importing the Akagimaru CFS2 file converted by the first program,
A window pops up with settings you need to change.
Change from 0 to 32767.
:yep:

Just rename it so it's Convert.bat

Madox58
09-19-10, 06:57 PM
Here's the Akagimaru ready to be exported
http://i108.photobucket.com/albums/n12/privateer_2006/Capture007.jpg

Would anyone like another demo?

Madox58
09-19-10, 07:12 PM
Here's the Asakamaru downloaded, converted, and screenshot uploaded since last post.
http://i108.photobucket.com/albums/n12/privateer_2006/Capture008.jpg

tater
09-19-10, 08:20 PM
Wow! There is a cfs2 model I have wanted for ages...


A Uluru kaibokan, perhaps the most needed warship in sh4

tater
09-19-10, 08:21 PM
Oh, and that merchant ROCKS.

virtualpender
09-19-10, 08:24 PM
Tater - did you see the 150-ton sea truck, too?

That site is gold! Privateer is a genius - this is like a gold mine for JMM!

http://www.geocities.jp/usio_no_ibuki/images2/Kihansen/Kihansen_right_side.jpg

Madox58
09-19-10, 08:30 PM
I just figured out how to use existing programs to
do this.
I didn't write the Tools.
So I'm no genius, just tenacious.
:har:

Now getting permissions should be easier as you no longer need to ask for the base files from Gmax or whatever program is used.

You simply say you'll handle the conversions if permission is granted.
the original Creator does nothing.
:rock:

I've also been working on different FlightSim files.
You follow the same steps for FS2004 and earlier files I think.

virtualpender
09-19-10, 08:33 PM
I just figured out how to use existing programs to
do this.
I didn't write the Tools.
So I'm no genius, just tenacious.

As Thomas Edison famously said, "Genius is one percent inspiration, ninety-nine percent perspiration."

You, sir, qualify as a genius! :salute:

Madox58
09-19-10, 08:40 PM
Well, it took me several days to find the programs.
Then several more to hit on how to work them together.
Useing the TEMP file created was the solution.
I have no idea why?
But the TEMP file will open while the actual mdl created will not most times.
I saw a file size difference and gambled!
:haha:

So, no genius.
Just LUCKY!!!!
:rock:

tater
09-19-10, 09:04 PM
Yeah, I actually DLed some of these ages ago but couldn't get them in a format I could use. I emailed the one Japanese guy to no avail.

I'm wishing iwas at my 'outer and not reading/typing on my iphone

tater
09-19-10, 10:06 PM
http://ww6.enjoy.ne.jp/%7Eiwashige/asakamarumod2.jpg

Nice

virtualpender
09-19-10, 10:26 PM
Tater, out of curiosity, does Sergei wince everytime you turn up with another beautiful new ship model needing to be skinned? :D

tater
09-19-10, 10:32 PM
On importing the Akagimaru CFS2 file converted by the first program,
A window pops up with settings you need to change.
Change from 0 to 32767.
:yep:

Just rename it so it's Convert.bat


One variable is "Model display" and is already set to 32770 on a particular model. Just that to 32767 or all of the other variables (which are already set 0)?

tater
09-19-10, 10:33 PM
Tater, out of curiosity, does Sergei wince everytime you turn up with another beautiful new ship model needing to be skinned? :D

Hell, I wince at this point. %$@$!@$ z-fighting crap. :D

tater
09-19-10, 10:41 PM
Figured it out. Mwehahaahahahahahahahah

tater
09-20-10, 10:07 AM
Is there a free program that takes materials in a model and creates a texture map? winggs3d doesn't seem to (i might just be clueless).

tater
09-20-10, 10:08 AM
http://i121.photobucket.com/albums/o222/tatersw/SH4/kaibokan-1.jpg

The one below is what I did for RSRDC:
http://i121.photobucket.com/albums/o222/tatersw/SH4/ukuru4.jpg

keltos01
09-20-10, 12:24 PM
Is there a free program that takes materials in a model and creates a texture map? winggs3d doesn't seem to (i might just be clueless).

a uv map ? 3d studio does but isn't free.. it's the hardest thing to do according to me...

keltos

tater
09-20-10, 02:12 PM
The model has materials already. Need to figure out how to make that into a single texture (it has like 40 materials).

Madox58
09-20-10, 05:50 PM
The UV's and textures are done way differently on some CFS2 models then what SH4 needs.

They will need to be re-UVed and textures done for them if that is the case.

Also, the .bmp textures found in CFS2 files are a special .bmp
ModelConverterX can view them.
It can convert them if you have the FS ImageTool.
(I can upload it if you need it)
Or get DXTBMP
It's a stand alone program for working with FS and CFS .bmp files.

tater
09-20-10, 06:21 PM
I can map it myself I think. Need to nail the scale down first.

A kaibokan... Mwhahahah

Funny, a few months ago I revisited these same models, and DLed a ton of 3d viewing and conversion apps to try and do just what you figured out—but I was pretty helpless.

The amount of stuff he has is, simply stunning, and the models are nice.

virtualpender
09-20-10, 06:27 PM
The amount of stuff he has is, simply stunning, and the models are nice.

I've been salivating since I discovered this thread last night. How much of what he has do you think you'll be able to use? Every Japanese ship he has posted from the PT boat to the Auxiliaries to the Sea Truck would be amazing to add. How many models do you intend to import?

Thanks again, Privateer! This is great stuff!

Madox58
09-20-10, 06:41 PM
Every since this thread was started I wondered about it.
I got lucky in finding the first program just a few days ago.
That program is the key!
ModelConverterX I have been watching for awhile.
Alone it's not ready for the job.
(Arno is working on it though and it gets better all the time)

I tried for several days before attempting to use the TEMP file created!
That opened the door to where we are today.
:rock:

Now, when the model is exported.
You'll have several LOD models all wrapped into it.
Like
AS_LOD_32,
AS_LOD_64, etc.

You need to keep the highest LOD objects and delete the others.
The highest LOD objects are sometimes not up to SH4 model standards?
But you can adjust if needed.
You also may need to delete some objects SH4 would never see.
That's a judgement call on your part.
Also watch for solid box shapes and such.
Some parts may need to be detached to avoid the weird smoothing effect so often seen.

I'll post more information as I figure it all out.

Oh, and I have a very nice program for scaleing obj files!
I'll upload it and post a link ASAP.
:yep:

Here's the link to the Scaler program
http://www.mediafire.com/?53dj4e51s1zyqg7

It's very fast and accurate.
It only works for obj files and you'll need to figure out the scale factor.
By compareing a stock SH4 ship hull to the new model hull?
You'll find the magic number.

Madox58
09-20-10, 09:28 PM
How to get textures to render in ModelConverterX:

Create a texture folder in mdlc and copy all textures for the model into it.
Edit the options and add that folder as a search path.
Textures will now render when you do the import part.
:03:

Also, be sure you delete all old files before you start a new project.
A batch file can do it for you.
I can write one if you need one.

tater
09-23-10, 04:26 PM
Ive had to totally retexture it, and I cannot do AO maps yet (or make them show, anyway), but I have a kaibokan in game. Quite cool. looks liek crap, though, with the fouled up AO map :)

tater

virtualpender
09-23-10, 06:32 PM
I have a kaibokan in game. Quite cool. looks liek crap, though, with the fouled up AO map :)

Crap or not, you gotta tease us with a screenshot :D

virtualpender
09-23-10, 06:33 PM
And, not sure if this is intended to be kept quiet or not, but can you tell us which of those models you plan to import?

tater
09-23-10, 08:27 PM
The most import, period, is the coast defense ship.

Early versions from the start, then MANY built late war

GerritJ9
09-24-10, 04:29 AM
You're waaaaaaaaaay ahead of me...... just for the hell of it, I tried to convert "Tonan Maru". First stage went without a hitch, but no luck converting the TEMP. MDL file- 45 minutes later and ModelConverterX is still "importing". Obviously I'm doing something wrong. Oh well, I'll work it out eventually.:hmmm:

GerritJ9
09-24-10, 07:34 AM
Finally got it to work, but with a lot of warnings according to the log:
13:21 MDL9Reader Information Starting reading of file C:\Model Converter\TEMP.MDL
13:22 SCASMReader Information Starting reading of subobject 0
13:22 SCASMReader Warning Unsupported command VPosition in line 0
13:22 SCASMReader Warning Unsupported command VFileMarker in line 12
13:22 SCASMReader Warning Unsupported command ShadowVPosition in line 68
13:22 SCASMReader Warning Unsupported command ShadowVICall in line 82
13:22 SCASMReader Warning Unsupported command VPosition in line 28
13:22 SCASMReader Warning Unsupported command VPosition in line 0
13:22 SCASMReader Warning Unsupported command VFileMarker in line 12
13:22 SCASMReader Warning Unsupported command ShadowVPosition in line 68
13:22 SCASMReader Warning Unsupported command ShadowVICall in line 82
13:22 SCASMReader Warning Unsupported command VPosition in line 28
13:22 SCASMReader Warning Unsupported command VPosition in line 0
13:22 SCASMReader Warning Unsupported command VFileMarker in line 12
13:22 SCASMReader Warning Unsupported command ShadowVPosition in line 68
13:22 SCASMReader Warning Unsupported command ShadowVICall in line 82
13:22 SCASMReader Warning Unsupported command VPosition in line 28
13:22 SCASMReader Information Finished reading of subobject 0
13:22 MDL9Reader Information Finished reading objects
13:22 ObjectReader Information Cleaning object: TEMP
13:22 ObjectReader Information Cleanup: Removed empty model part
13:22 Renderer Warning Failed to load texture: FE_SLOPE.BMP
13:22 Renderer Warning Failed to load texture: KOELN_FLOR.BMP
13:22 Renderer Warning Failed to load texture: MOKUKANPAN_KUSUMI521.BMP
13:22 Renderer Warning Failed to load texture: TEPPAN_IJN.BMP
13:22 Renderer Warning Failed to load texture: 00_ISUZU_TESURI.BMP
13:22 Renderer Warning Failed to load texture: MOKUKANPAN_MEI512.BMP
13:22 Renderer Warning Failed to load texture: MUSENKI.BMP
13:22 M3DSWriter Information Starting writing of file C:\Model Converter\TEMP.3DS
14:02 M3DSWriter Information Finished writing of file C:\Model Converter\TEMP.3DS

Is this correct? Also converted "Tone" with similar result. Plus, TEMP.MDL is 4.383 kB, but TEMP.3ds only 2.232 kB.

Shinano
12-01-10, 11:14 AM
I've uploaded the programs to save the trouble of registering at
other forums.
Here's the first program.
http://www.mediafire.com/?k1oqjn6mov6eapb

Here's the second program.
http://www.mediafire.com/?n3s2bn49ej1d4zk

Useing the first program takes 4 steps.
I'll write a batch file to do the steps needed in order and upload it.
Here's the batch file.
http://www.mediafire.com/?76hxi8gc8871ibw
This will save you lots of heart aches!
:haha:
Believe me!
It took me ages to figure this process out!
:yeah:

Hi, I am the new commer! I am interested how to convert mdl to obj.

But I cannot download the programs from above link.

It seems the files were removed.:damn:

Could you kindly upload those program and batch file again.:sunny:

Many Thanks!!!

Madox58
12-01-10, 11:21 AM
Hi, I am the new commer! I am interested how to convert mdl to obj.

But I cannot download the programs from above link.

It seems the files were removed.:damn:

Could you kindly upload those program and batch file again.:sunny:

Many Thanks!!!

Here's a link to the latest Build of ModelConverterX
http://agerrius.homedns.org/ModelConverterX/

This build eliminates the need for the other converter program for the most part.

Try it and if it fails to convert your mdl,
send it to me and I'll test it with the other program.

Shinano
12-01-10, 12:04 PM
Here's a link to the latest Build of ModelConverterX
http://agerrius.homedns.org/ModelConverterX/

This build eliminates the need for the other converter program for the most part.

Try it and if it fails to convert your mdl,
send it to me and I'll test it with the other program.

Yes, I installed.

But it fail to import .mdl shown by the following error! Please zoom to review.

Could you tell me what happened?

http://i466.photobucket.com/albums/rr27/sunnycschan/Eventlog-1.jpg

Madox58
12-01-10, 12:12 PM
That's a CFS2 file right?
Those are the worst to export at times.
Send me a link to the Model .mdl and I'll see if it converts
after running it through the other program.
Never mind, I have the model now.
Many CFS2 files just won't work but this one will work.
http://i108.photobucket.com/albums/n12/privateer_2006/Eagle.jpg

here's the MDLC files:
http://www.mediafire.com/?j6a9196ikak11oa

read the included txt files.

MaddogK
12-01-10, 06:28 PM
Actually there's a few older programs that do a fair job of converting cfs2 MDL's (MDLC comes to mind), as I found modelconverterX doesn't convert most of the stock cfs2/fs9 mdl files (or those created with the Gmax plugin) The earlier version of modelconverterX is less particular, but also generates more stray vertices. I got lucky once decompiling with SCASM first, and modelconverterX picked it up and output a usable DXF file. Modelconverterx is AWESOME for converting those pesky Sketchup files into importable Gmax/3DSMax models or wavefront objects.

DXTBMP is ok for opening DDS files, but I couldn't get to work correctly for recompressing edited BMP's for SHIV, the nvidia DDS plugin for photoshop works MUCH better.

Madox58
12-01-10, 06:47 PM
texconv.exe from the old directx SDK worked pretty well also.
Have not looked at newer SDKs for DX for awhile.
Mostly because the install has some screwyness to them.
:nope:
Only M$ could screw up there own stuff.
:haha:

Shinano
12-01-10, 10:33 PM
That's a CFS2 file right?
Those are the worst to export at times.
Send me a link to the Model .mdl and I'll see if it converts
after running it through the other program.
Never mind, I have the model now.
Many CFS2 files just won't work but this one will work.
http://i108.photobucket.com/albums/n12/privateer_2006/Eagle.jpg

here's the MDLC files:
http://www.mediafire.com/?j6a9196ikak11oa

read the included txt files.

Thank for reposting the MDL converter!

I am scanning the readme.:nope:

In my understanding, this Eagle.mdl is dedicated to play in CFS2 that it no need to convert to any format, and could be imported or viewable by modelconverterX.

But this case I cannot import, and even say export to obj or max.:rock:

Please tell me what you have done to import the above Eagle 3d object in modelconverterx.

If possible, could you kindly pass the converted max/obj file for me.:salute:

Shinano
12-01-10, 11:22 PM
After reading the detail of readme file of MDLC, I have a own notion to convert CFS2's mdl to 3ds or obj. :hmmm:

Is that.......

1. use MDL converter to convert CFS's mdl file to SCA, API, BGL that can be read by the corresponding object reader of modelconverterX.

2. after import the object, use the 3DS or OBJ object writer of modelconverterX to export.

Just my green thinking, the workable step is under "try and error"!!! :ping:

Please correct me if I am wrong.

Madox58
12-01-10, 11:43 PM
Rename Eagle.mdl to file.mdl
place in MDLC folder
run convert.bat
open file.bgl with ModelConverterX
Export as a 3Ds file.
:up:

Shinano
12-06-10, 06:45 AM
Rename Eagle.mdl to file.mdl
place in MDLC folder
run convert.bat
open file.bgl with ModelConverterX
Export as a 3Ds file.
:up:


Thank you very much!!!
I success to do so. :sunny:

Madox58
12-06-10, 06:08 PM
:rock:
:salute:

chrysanthos
03-20-11, 05:09 AM
i guess there is no way to import blueprint of a ship and convert it to 3d model? help need i already download goblin and model converter and i dont know how even create a single small oiler:/

chrysanthos
03-20-11, 05:13 AM
hey miner thats a hell of a site:) now i can learn....at least if you could help me about creating or drawing a playble vessel to sh4 oh i downloaded goblin and modelconverter x...did i need something else to getting started?

chrysanthos
03-20-11, 05:27 AM
oh my...this site is for cfs2!! now the real problem start how to export and tweak the guns for sh4....heeeelp:DL

Tempest555
06-25-12, 08:32 PM
I was able to use the CFS2 DAIHATSU barge and fix it so it would look good as deck cargo-I removed the cockpit shield. I want to use it as deck cargo. I know they had an IJN Merchant Fleet mod that everyone (including myself) were very disappointed didn't come to fruition. I want to make it just a DAT file to add per the photos below. I'm not sure what the conclusions are on using this guys CFS2 files-but I extracted it from the CFS2 files altered it and intend to use it for myself If I can't release it publicly. (Still learning texturing). Anyhoodles this is what I have anyone interested in the 3DX file or Wings Obj file and wants to play with them just PM me.
Was anything ever decided on using these CFS2 ships in SH4?
If we can this deck cargo should be able to swim. I need opinions how to proceed.


http://img.photobucket.com/albums/v348/Tempest555/Daihatsu.jpg


http://img.photobucket.com/albums/v348/Tempest555/Copyof34xjogo.jpg

http://img.photobucket.com/albums/v348/Tempest555/battle_newguinea10.jpg

JapLance
06-27-12, 02:34 PM
Very interesting thread :yeah:!.

JapLance
06-29-12, 02:51 PM
Damn, these CFS2 ships look good in SH4 too :arrgh!:. I remember that in CFS2 I couldn't use many of them at the same time because they slowed down my computer too much.

This is after a good number of hours working on it:

http://i188.photobucket.com/albums/z92/JapLance/SH4%20WDAD%20Med/CVEagleCFS2.jpg

I used the Taiho skin to remap everything, and substituted the weapons for SH4 equivalents. Planes are from Von Dos SH3 carriers. The result is really beautiful.

Tempest555
06-30-12, 12:45 AM
Have to agree-you did a good jpob with that carrier. Right now I'm just playing SH4-not modding and getting a handle on 3dSMax via Youtube tutorials. Then I'll take a stab at the Daihatsu

Shinano
07-11-12, 01:09 AM
Damn, these CFS2 ships look good in SH4 too :arrgh!:. I remember that in CFS2 I couldn't use many of them at the same time because they slowed down my computer too much.

This is after a good number of hours working on it:

http://i188.photobucket.com/albums/z92/JapLance/SH4%20WDAD%20Med/CVEagleCFS2.jpg

I used the Taiho skin to remap everything, and substituted the weapons for SH4 equivalents. Planes are from Von Dos SH3 carriers. The result is really beautiful.

Great!

Yes, this is really needed number of hours to mod it.

Here is the one in PSA!

http://i466.photobucket.com/albums/rr27/sunnycschan/shot0613.jpg
http://i466.photobucket.com/albums/rr27/sunnycschan/shot0615.jpg
http://i466.photobucket.com/albums/rr27/sunnycschan/shot0617.jpg

tater
10-06-12, 05:08 PM
I have loads of stuff like this. My only issue is the shimmering texture problems we had.
http://i121.photobucket.com/albums/o222/tatersw/SH4/dazzle_kinposan.jpg

Admiral Von Gerlach
10-09-12, 01:22 AM
I see with interest that you have discovered Usio-San's wonderful ship models that he makes for CFS2. He is one of the finest Japanese ship modellers and much respected.

I do not see where anyone has actually obtained his permission to convert a single ship. I am sure it is a wonderful possible resource but he must be contacted and permission must be gained before any of his ships are used in any way other than as CFS2 models. His labours and his generous contribution are to be respected.

I will watch this thread with interest for this to occur. I hope it will. otherwise no use may be made of any of his models without that informed consent.

I am sorry if this seems to be a negative posting, but Usio who we care about and respect highly for his efforts, has had problems with this sort of potential use before. As any modeler knows his work has taken a lot of effort and research, and deserves the highest respect. If it is necessary and you are unable to reach him, i can try for you and am willing, just PM me to let me know. He is quite busy and takes time to respond, and has not in the past been entusiastic about a sub sim for various reasons. There are tough memories from that aspect of the War and it is never easy to judge what is felt over there about this.

chrysanthos
02-19-13, 07:19 AM
i need your help people:/ i found those ships are perfect for my collection in virtual sailor but i cant find any program witch converts mdl files in obj...can anyone help me out here? or at least one or two programs witch they help me to build them for it.....oh and sorry about posting it here:/

chrysanthos
11-01-14, 06:11 AM
hello mates how are you