View Full Version : A bit of S3D help please
padmack
01-12-10, 01:45 PM
Evening
I DL'd S3D recently.
Ive been tring to edit a couple of ship models - just for kicks, adding a derrick here and a mast there, to learn. I have just about got my head around textures but Im more or less LOST when it comes to creating 3D objects and positioning them with nodes etc
So...can I copy/paste (for example cannibalise) a crane from one model to another? textures et al? If so how.
Alternatively, I havent found a decent tutorial on how to use S3D. Is there one?
Regards P
SquareSteelBar
01-12-10, 02:38 PM
...Alternatively, I havent found a decent tutorial on how to use S3D. Is there one?...Look to the bottom of the first post; there you'll find what you need...
http://www.subsim.com/radioroom/showthread.php?t=119571
& http://sh4.skwas.net/docs.aspx
Cheers,
SquareSteelBar
...
So...can I copy/paste (for example cannibalise) a crane from one model to another? textures et al? If so how.
...
If you have ready models (for example made and textured in 3DS Max and exported as *.obj/*.mtl/*.tga files), you can import them in *.dat file using S3D and to create (using S3D) hierarchy of objects (parent/child) using identifiers of these objects... :rock:
padmack
01-12-10, 03:17 PM
Look to the bottom of the first post; there you'll find what you need...
http://www.subsim.com/radioroom/showthread.php?t=119571
Cheers,
SquareSteelBar
I looked at the tutorials and they didnt really help. I mean, Im in way over my head at the mo.
""If you have ready models (for example made and textured in 3DS Max and exported as *.obj/*.mtl/*.tga files), you can import them in *.dat file using S3D and to create (using S3D) hierarchy of objects (parent/child) using identifiers of these objects... :rock:""
---> ???? :damn: Wha'?????
Thanks though, Guys! I appreciate the help
Ps Do I actually need other software to do this? So far im using S3D Silent Editor and Photoshop. Do i NEED a hex editor? Do I need a different 3d editor?
Help very much appreciated!
...
Ps Do I actually need other software to do this? So far im using S3D Silent Editor and Photoshop. Do i NEED a hex editor? Do I need a different 3d editor?
Help very much appreciated!
Do not despond...
New texture... editing texture... Photoshop is good.
New models... editing models... 3D editor is good (as 3D studio Max).
Game's files (*.dat, *.sim, *.val, *.zon, *.cam and *.dsd) editing... S3D is very good (without alternatives)!!! ... oh, sorry, has forgotten to tell - HexEditor is universal program... but it is necessary to know structure of game files and to know (to have) templates of all controllers... :damn:
padmack
01-12-10, 05:27 PM
So...
Is it possible to use say, Wings3D or 3Ds Max, to REMOVE a part of an existing ship, edit its size/shape whatever then import it back into S3D and thus into the game?
I have a feeling this is possible in s3D now as I have no need to edit the shapes simply copy paste, but unfortunately I do not understand how the nodes work. I do not know what kind of node to establish and how to associate various parts to it, such as 3d objects, embedded targa images etc.
I feel a bit like Ive been torpedoed and I am adrfit...:doh:
skwasjer
01-13-10, 04:55 AM
Hi padmack,
Here's some terminology explained:
Chunks: a specific block of data, defined by a type id. Each seperate 'treenode' in S3D is a chunk. The game has different types of chunks, one for a model, one for materials, one for textures, etc.
Nodes: Think of nodes as invisible points in 3D space. SH3/4 has a generic node (the one with type 4/100) and some special ones. A node in itself does nothing, it serves as a placeholder for a 3D-model, a camera, a crewman, a start position of some sort of effect, etc. People also use the term "object". I do too, but only when talking about a physical/visual object. When talking about virtual/invisible objects I prefer the term node or placeholder or dummy.
Nodes can be structured and nested. Parent/child relationships are a powerful tool to create depencies, control properties, animation, rendering and all sorts of other things.
As far as 3D models: S3D only has the ability to export/import them, and to control the placement and orientation of it in game. Any mesh manipulation (add/reduce poly's, etc. but also scaling, rotating of mesh itself) must be done in a 3D editor.
Cloning objects: yes, you can copy nodes/models/materials and reuse them. Usually you will need to give the copied chunks new id's to prevent conflicts of loaded assets in the game.
Last, take a look at all my (video) walkthroughs:
http://www.subsim.com/radioroom/showpost.php?p=1169181&postcount=1151
Hope this helps
So...
Is it possible to use say, Wings3D or 3Ds Max, to REMOVE a part of an existing ship, edit its size/shape whatever then import it back into S3D and thus into the game?
I have a feeling this is possible in s3D now as I have no need to edit the shapes simply copy paste, but unfortunately I do not understand how the nodes work. I do not know what kind of node to establish and how to associate various parts to it, such as 3d objects, embedded targa images etc.
I feel a bit like Ive been torpedoed and I am adrfit...:doh:
Wreford-Brown
01-13-10, 04:11 PM
:o :o :o
I'm definitely not worthy...
Thank you very much to all the shipbuilders who not only understand this but use it to create such a dazzling array of ships for us to sink. :salute:
padmack
01-14-10, 11:51 AM
Just to let ye know things seem to be going in my favour...I have pieced together enough info (and with trial and error) I have managed to place cranes/objects on one ship from another via 3Ds Max (for a bit of editing).
I am MILES away from any scratch building stuff but its a good start. Once you get your head around nodes positioning and that parent/child group thing association its not so bad. :sunny:
Thanks for your help
P
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.