View Full Version : [WIP] Help with 3d model
peabody
05-21-08, 02:20 PM
I have the 'in game' Sen Toku almost ready to be used for Japanese/Allied missions but I have one problem (so far:rotfl:) This is the first mod I have done and I have a problem with the built in scopes and snorkel and junk on top of the Sen Toku. Anyone with any 3d experience, I could use some help. I exported the 3D object from S3D and imported to the 3d programs.
I have Blender and Wings 3D and access to Cinema 4D. I want to lower the 'junk' which I did in both Blender and Wings then export the obj and import with s3D, but it messes up the textures. So, I did some testing and imported and exported from the 3D without making any changes in the 3D program and the textures are still messed up, look like a Black and silver chess board but with triangles.
When I export from Blender and try to import with S3D it says an index value of '0' is an invalid index and won't import back into SH4. (Depending on how I export from Blender) Anyone know a way to import the 3d model without the program changing things so the texture doesn't work anymore. Apparently the 3D program is changing something.
The fake scopes are in the way for the real scope and I can move them out of the way, but don't know how to deal with the textures. I don't use 3D programs.
Any ideas appreciated.
Peabody
skwasjer
05-21-08, 07:53 PM
I have the 'in game' Sen Toku almost ready to be used for Japanese/Allied missions but I have one problem (so far:rotfl:) This is the first mod I have done and I have a problem with the built in scopes and snorkel and junk on top of the Sen Toku. Anyone with any 3d experience, I could use some help. I exported the 3D object from S3D and imported to the 3d programs.
I have Blender and Wings 3D and access to Cinema 4D. I want to lower the 'junk' which I did in both Blender and Wings then export the obj and import with s3D, but it messes up the textures. So, I did some testing and imported and exported from the 3D without making any changes in the 3D program and the textures are still messed up, look like a Black and silver chess board but with triangles.
When I export from Blender and try to import with S3D it says an index value of '0' is an invalid index and won't import back into SH4. (Depending on how I export from Blender) Anyone know a way to import the 3d model without the program changing things so the texture doesn't work anymore. Apparently the 3D program is changing something.
The fake scopes are in the way for the real scope and I can move them out of the way, but don't know how to deal with the textures. I don't use 3D programs.
Any ideas appreciated.
Peabody
Please upload the unmodified, exported S3D file and the file you exported (without changing anything) from your 3D studio. I can then compare the files and see where it fails. I don't have much time due to RL but I will try to look at it as soon as possible.
Did you also test an export from S3D and directly import back the exported file as well?
In any way I suspect you have some export settings wrong...
peabody
05-21-08, 10:04 PM
Please upload the unmodified, exported S3D file and the file you exported (without changing anything) from your 3D studio. I can then compare the files and see where it fails. I don't have much time due to RL but I will try to look at it as soon as possible.
Did you also test an export from S3D and directly import back the exported file as well?
In any way I suspect you have some export settings wrong...
I did export and then import from S3d and it worked fine. I have tried a dozen different export setting from Blender but don't know enough about it to know what is wrong, so for this I just left it on the default setting and when I try to import it gives an error: Invalid argument=Value of '0' is not valid for 'selected index'.
The download is two folder inside one. One is the original export from S3D of the 'in game' Sen Toku and the other is after an import and then export from Blender Ver. 2.45.
I have tried setting that allowed the obj to be imported but I don't remember them all.
I appreciate you help!! Please take your time, I know how RL can be very busy. So if you don't find time, thank you anyway.
Download:
Sen Toku files (http://home.roadrunner.com/%7Epeabody/SH4/SenTokufiles.zip)
Thanks again for looking
Edit: The files were exported from Sh4 using the .obj setting because the other said for 3dsmax and I don't have it. It I should have exported with the other setting let me know and I can do that.
Peabody
keltos01
05-22-08, 04:48 AM
tell me what to remove (scopes etc) preferably with a picture of the sub and red crosses on what you want removed and I'll try and help you with your .obj.
Did you check Miner's Sen Toku ? I means a few of us including Xantro have been working on making one playable, maybe they can help too.
k
peabody
05-22-08, 09:17 AM
tell me what to remove (scopes etc) preferably with a picture of the sub and red crosses on what you want removed and I'll try and help you with your .obj.
Did you check Miner's Sen Toku ? I means a few of us including Xantro have been working on making one playable, maybe they can help too.
k
Thanks for the offer Keltos!!!
No, I haven't seen Miner's, where is that? I'll try a search. I know you are very busy with your own ship. I am just using the 'in game' SenToku, I have it working but I don't have a clue with this new 3D software. All I was going to do was push everything down to about the height or the spotlight, or even push it all the way down. With that stuff sticking up, periscope depth is over 75 feet. I got them down , but the program (Blender) messes up the texture even if I don't make any edits so I couldn't use it. My fault I'm sure because I don't know how to use it. I am using it as a learning project for modding. I tried deleting once but then S3D said the count didn't match so that's when I decided to just push them down. Then I got a zero index value error. So, I'm lost there
I didn't know Xantro was working on one too.
I just need the junk pushed down on the conning tower and the rear antenna, the rest I'm not worried about. Like I say it's a learning project. It is built on a Gato so it is playable in US campaign, I even started a Campaign project with a flotilla at Rabaul.
Put some Japanese on the bridge, they look like crap. Took them from the library, suppose to be using binocs but they didn't give him any. All he does is duck and cover and then goes into a karate stance.
It's not as impressive as yours, that's for sure!! You're doing a great job, hope you get the texture problem fixed.
I messed up big time when I remapped the Ids, I must have forgot to save a page because I lost all my links, I had to go back and relink everything.
skwasjer offered to try to help too, he is looking at what was exported, but I know both of you are very busy, but any help would be greatly appreciated. I guess if I want to do modding, I will have to learn how to use Blender, can't afford the other 3D programs.
Like I say I don't know much about 3D, used to about when it first started becoming popular but you couldn't do all the things we can now, so it was much simpilar. The interface didn't have all the choices so it was easier to use. But it didn't look as good either.;) But it looks like the texture is put on the wrong way. Almost like it's sideways.
Well, enough babbling. Again any help appreciated, but I do understand you are busy too!
Peabody
skwasjer
05-22-08, 09:26 AM
Please upload the unmodified, exported S3D file and the file you exported (without changing anything) from your 3D studio. I can then compare the files and see where it fails. I don't have much time due to RL but I will try to look at it as soon as possible.
Did you also test an export from S3D and directly import back the exported file as well?
In any way I suspect you have some export settings wrong...
I did export and then import from S3d and it worked fine. I have tried a dozen different export setting from Blender but don't know enough about it to know what is wrong, so for this I just left it on the default setting and when I try to import it gives an error: Invalid argument=Value of '0' is not valid for 'selected index'.
The download is two folder inside one. One is the original export from S3D of the 'in game' Sen Toku and the other is after an import and then export from Blender Ver. 2.45.
I have tried setting that allowed the obj to be imported but I don't remember them all.
I appreciate you help!! Please take your time, I know how RL can be very busy. So if you don't find time, thank you anyway.
Download:
Sen Toku files (http://home.roadrunner.com/%7Epeabody/SH4/SenTokufiles.zip)
Thanks again for looking
Edit: The files were exported from Sh4 using the .obj setting because the other said for 3dsmax and I don't have it. It I should have exported with the other setting let me know and I can do that.
Peabody
Peabody, I just had a quick look and you may call this a S3D bug. As a temporary workaround, open the obj-file in notepad, find the line that starts with a 'o <modelname>' and change it to 'g <modelname>'. S3D should now import it.
Apparently Blender doesn't use the g-token, and well, S3D doesn't use the o-token (it should, it's an oversight). I will provide a fix sometime, when I have more time.
skwasjer
05-22-08, 09:29 AM
Oh, and if you want to delete geometry, you have to delete the same geometry in all obj-files, otherwise S3D will indeed complain that the 2nd and 3rd obj-files have different number of vertices and uv-coordinates... This is why doing this stuff natively in 3DSMax with uvw-files is much easier. You can simply delete the geometry on the main model, and then regenerate the uvw-files again...
keltos01
05-22-08, 10:45 AM
I'm uploading miner's sen toku mod to my filefront page as we speak, take a look at the files. the sen toku was the first ship we tried to make playable as the model was already in game, we had texture problems though, which I now think I can fix.
It would be nice to have a sen toku (too big for me and needing 8 fore torpedo tubes..), a Jyunsen B, a Kaidai etc.. to play with !
k
miner's original thread for the playable sen toku :
http://www.subsim.com/radioroom/showthread.php?t=131435&highlight=toku
also mine :
http://www.subsim.com/radioroom/showthread.php?t=135277&highlight=toku
and you'll off course need my ijn torpedo mod :)
peabody
05-22-08, 12:41 PM
o[/B] <modelname>' and change it to 'g <modelname>'. S3D should now import it.
Apparently Blender doesn't use the g-token, and well, S3D doesn't use the o-token (it should, it's an oversight). I will provide a fix sometime, when I have more time.
skwasjer,
Thank you very much for your help!!! I'll call it a Blender bug or a Peabody bug.:lol: Works perfect, pushed all the 'junk' out of the way so now I don't have to dive to 75ft to get to periscope depth. That's why I didn't delete it, I didn't want to change the # or vertices, I knew that would be a problem.
I appreciate your time, I know you are very busy!!!! I hope someday I can return the favor.
Peabody
peabody
05-22-08, 01:01 PM
I'm uploading miner's sen toku mod to my filefront page as we speak, take a look at the files. the sen toku was the first ship we tried to make playable as the model was already in game, we had texture problems though, which I now think I can fix.
It would be nice to have a sen toku (too big for me and needing 8 fore torpedo tubes..), a Jyunsen B, a Kaidai etc.. to play with !
k
miner's original thread for the playable sen toku :
http://www.subsim.com/radioroom/showthread.php?t=131435&highlight=toku
also mine :
http://www.subsim.com/radioroom/showthread.php?t=135277&highlight=toku
and you'll off course need my ijn torpedo mod :)
I did find the link to the Sen Toku and realized I already had it, but it was so long ago I forgot whose it was. I have been downloading yours as you post new ones. You do nice work. Someday I would like to get back into 3D but the learning curve is so steep.:lol:
I'll d/l your new one now. What is the torpedo mod? Atomic?
My Sen Tuko is working but of course no tube doors and I have to work on the upc to get rid of the Updates because it is built on a Gato and it changed one of my 25mm Triple barrrel jp to a soclu (something like that) Sen Toku has no conning tower so I forgot the A01 and A02 were in there and I set them up in the ship .dat. Just moved the propellers, bow wake and deck crew. Don't know what to do with the crew yet. the Japanese all look terrible. (At least the ones I found).
Thanks for the offer to help. Got it fixed, Thanks to skwasjer, the snorkel doesn't touch the moon anymore.
I have a question maybe you can answer. Once you import a 3D model with S3D do you need the file in the ship folder or is the info loaded into the ship data or is it linked to the file? The file wasn't in the same folder as the Sen toku II when I imported it.
Peabody
keltos01
05-23-08, 02:47 AM
how did you get a jap triple barrel in there ? :D
I need one bad ! there isn't much space in the Jyunsen Tub, so two guns are out of the question, I thought about a vierling, since a few japanese subs were equiped with them when in France, gift from the germans to replace their antiquated aa guns.
I'm glad someone else is preparing a jap sub :D
I ordered a book in england recently, hope to get it next week or so, full of pictures !
torpedo mod :
US-German torpedoes to IJN types incl kaiten
crew :
we need to edit the faces of the crew, those are dds files, and change at least their eyes and skin color, yes the sailors look terrible !
quote : "I have a question maybe you can answer. Once you import a 3D model with S3D do you need the file in the ship folder or is the info loaded into the ship data or is it linked to the file? The file wasn't in the same folder as the Sen toku II when I imported it."
The model and the uvs are imported in the .dat, you should notice an increase in size from the original one, so you don't need those files in the folder anymore (I usually place them first in the folder cause they're easier to get to that way, that's all)
Do you have an ETA for the sen toku ? roughly ?
You will need to make it stand alone because my Jyunsen B will eventually be too, so we can actually add new ships to the game.
I sent an email to the guys that did the I52 3d model for a tv program to see if they would give it to the SH4 community for free (on sale on turbosquid for 195$) : fingers crossed !
peabody
05-23-08, 01:41 PM
how did you get a jap triple barrel in there ? :D
I need one bad ! there isn't much space in the Jyunsen Tub, so two guns are out of the question, I thought about a vierling, since a few japanese subs were equiped with them when in France, gift from the germans to replace their antiquated aa guns.
I'm glad someone else is preparing a jap sub :D
I ordered a book in england recently, hope to get it next week or so, full of pictures !
torpedo mod :
US-German torpedoes to IJN types incl kaiten
crew :
we need to edit the faces of the crew, those are dds files, and change at least their eyes and skin color, yes the sailors look terrible !
quote : "I have a question maybe you can answer. Once you import a 3D model with S3D do you need the file in the ship folder or is the info loaded into the ship data or is it linked to the file? The file wasn't in the same folder as the Sen toku II when I imported it."
The model and the uvs are imported in the .dat, you should notice an increase in size from the original one, so you don't need those files in the folder anymore (I usually place them first in the folder cause they're easier to get to that way, that's all)
Do you have an ETA for the sen toku ? roughly ?
You will need to make it stand alone because my Jyunsen B will eventually be too, so we can actually add new ships to the game.
I sent an email to the guys that did the I52 3d model for a tv program to see if they would give it to the SH4 community for free (on sale on turbosquid for 195$) : fingers crossed !
My Sen Toku II has been 'stand alone' from the start. But, I didn't expect to see things take off like they have and it is built on a Gato, so it's an Allied campaign boat. Thanks for the info on the Model import, I wasn't sure if the file needed to be there or not. No big deal I can leave it there in case I screw something up.:rotfl:
I had this answer all typed out and I went to check something and like an idiot I closed the browser. :damn:
Sen Toku is almost finished. I just need to do some work on the UnitData file, because the Gato has four towers and during testing, I was on the bridge and entered a single mission and suddenly had a Radar next to me.:lol: It had upgraded the boat because of the date and I need to stop that from happening, or at least make sure it gets placed where it belongs. I knew I had to do it, just didn't think it would automatically add it, thought I would have to go to port and buy it. But I guess it works different in Single missions.
Like I said I didn't expect this to take off like it did, I just remember some guys asking for a Japanese Campaign and I started that and then started the Sen Toku II to use with it. I have a start, I added a Japanese base in Rabaul with a flotilla and assigned missions. Only did three for a test. In Career mode you select IJN Rabaul as the starting port. On the map it shows the tilted anchor in blue and all the Allied bases as Red. I may continue as a learning experience but I'm sure it won't be anything like the 'pros' are putting out. But I figured a 'simple' campaign and a sub and some people would play it. Tried to make it usable but not a major campaign since the other guys campaigns are so good, so I didn't go in changing everything. It was going to be more than a single mission but less than a full Campaign at first, but I don't know where I am going from here, since everyone is doing German ships (not everyone, but most) mine won't work in the German side of it.
The Japanese gun is in the Library/ShipParts/guns-radar.dat I just added it to cfg#A02_25mm_Triple_base_Jp and added the A02 link to the eqp file. In the guns-radar.sim file is a Cannon controller. What I found the easiest was to copy the gun ID and go to the .sim file and "Edit/find" and it will be the 'parent ID of the controller, easy way to find the part. (You probably know that already!) I don't know if this would be added automatically but I added it manually anyway (found that was easier then trying the clone,since I don't know exactly how to do it.) It I remember right it comes with AP ammo, I added the HE and AA. There is a selection for SS but I couldn't find that anywhere. I did find that if you change it from AA to Cannon in 'Type', it will fire at ships but it doesn't seem to be very effictive.
So to answer the question: When? It probably won't matter since it is not German but I have to put the forward AA into position, he's floating in mid air, change some water particles (too far forward of the props) finish the work on the Unitparts so I won't get upgrades I don't want (or don't belong on a Jap sub) or at least if I get them make sure they are positioned right. I want to do some work on submerging, it doesn't seem to move for a while then submerges, but at first it doesn't seem like it wants to go down, and it seem a little too long before it actually does. But it is working right now. Only Jap sailors are the ones on the guns. I did change the deck crew, so it's not a big deal, but they look like #### and I changed them back.
So, is your's ready to fly? Don't laugh I actually had one fly. All I changed was the 3D model entered a single mission and the compass went crazy, the Depth went to 122,249 ft. (not kidding) and then the Gato dive planes, propellers and rudder and part of the conning tower shot up out of the water and took off like a jet. Last time I saw it, it was headed north.:rotfl:.
Peabody
keltos01
05-23-08, 04:44 PM
I can't get the triple a to replace the typ 18 aa turrets:damn:
peabody
05-23-08, 11:41 PM
I can't get the triple a to replace the typ 18 aa turrets:damn:
I posted in the Jyunsen thread, you have a different problem than I did. Mine was easy. I don't have the answer but I'm sure someone will. If I figure it out I will let you know. Mine was done in the Sub folder, yours (I think) has to be done in the UPCDataGe, with the Unitparts, weapons, and Upgradepacks. At the moment I don't know how but someone will.
What I did above won't work for you, I was adding the guns to the sub. You are trying to change a gun in an 'Upgrade Slot'. Which I think means if you put a specific gun in that slot it will mess things up when you go to the office and try to purchase an upgrade. That is why the slot is not 'Usercusomizable'
So, put your .dat file back the way it was, I don't think that is what needs to be changed, like mine was.
Peabody
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