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View Full Version : New 3D extracting/packing tool by Sansal


martes86
09-17-05, 04:27 PM
For those of you who may have not read this, there you go:


Hi boys:

As a continuation of awesome work of Lurbz ( http://www.subsim.com/phpBB/viewtopic.php?t=40399&postdays=0&postorder=asc&start=50#top ), i'm making a new utility for extract and modify the 3D objects. It isn't finished but one of her functions is clone any unit in the game:

http://www.24flotilla.com/Descargas/sh3/Pack3D.zip ¡¡¡¡¡¡Note: Unmark "Use folder name"!!!! in the extrator

It need the JRE of Java http://java.com/

Options:

O: Output all 3D parts and TGA in a subdirecctory named 3D
http://i3.photobucket.com/albums/y72/sansal/70d08d25.jpg

I: Reinsert a TGA in the dat without the actual restriction of size. Now i'm working in a problem with reinyection of .obj It's important that the three or two prefix name tga was in the format 3_new_name.tga and this number are equal as original tga.
http://i3.photobucket.com/albums/y72/sansal/45ba4334.jpg

L: List, in few seconds, all chunks in the .dat, .sim, .zon, .val with details of name, size and position in the file.
http://i3.photobucket.com/albums/y72/sansal/1fa6c684.jpg

T: List only id of chunks

C: Clone object. The number can be any long
http://i3.photobucket.com/albums/y72/sansal/e76f7ab1.jpg

It no have a GUI (windows interface) but i will make it when all functions are finished. For this reason only work in the Console (MS-DOS) of Windows, and the best form to work with object is copy the programa and files in the same directory, sorry about this.

Cheers,


Original post here: http://www.subsim.com/phpBB/viewtopic.php?t=42918

stljeffbb1
09-17-05, 05:19 PM
This tool that Sansal made is GREAT!!!!!

:|\ :-j :lol: :D :sunny:


No more :damn: if you want to clone objects!

Now takes about five minutes when the process used to take at least an hour, sometimes more!

If you want to clone an object to change how basic elements look, it MIGHT be necessary to still clone the "old fashioned" way....I'm trying to modify how a BB Revenge looks using only the data from the Sansal tool, and I will report my findings back to the message boards if and when I have anything to report....I'm still somewhat new to the whole procedure, so it will take me longer than some of the masters of the clone that reside here on the boards!

......However, if you are looking to just clone objects to, say, put different load-outs on them, or assign them different roles,

The Sansal tool is AWESOME!!!!

Just clone, insert in data/air and roster/(country)/air (or change "air" to "sea", or whatever), and you are ready to add to the mission editor!!!

:up: :up: :up: :up: :up: :up: :up: :up: :up: :up:

-Jeff

Hunterbear
09-17-05, 05:36 PM
Marvelous work Sansal!

Looking forward to trying it out. Thank you for making it easier for all of us.

:up:

Type941
09-17-05, 07:16 PM
I'm gonna look into it. BIG BIG BIG thank you Mister, this is the best breakthrough thus far it seems. Looking forward to seeing more progress on this. :|\

iambecomelife
09-17-05, 07:31 PM
Sansal's updated it, so make sure to get the latest version.

Sansal
09-17-05, 09:21 PM
It's a little change. Now it clone .cam and other bug when we import a obj. But there are more work to do.

http://www.savefile.com/files/8997119

Thanks to all testers; Rubini, stljeffbb1, iambecomelife, Jurge, Sergbuto, AG21,....and Lurbz for something incredible; to break the format, and give us her description.

sergbuto
09-22-05, 04:24 PM
Sansal,

I tested your tool and tried to extract, modify and import back some objects and I see now why there is a problem with textures for reinserted objects.

Both lurbz's DATNavogator and your tool do not extract/write back the full information concerning 3D-object faces. This becomes a problem for objects which use more than one texture plate, such as hull+deck+bridge/superstructure which come together in a single block/combined object for all the ships in SH3.

Here is an extract from the lurbz's description of Type 1: 3D chunk
triangle data: there are ntri triangles and their texture mapping, each one is as follows
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
????????????: one byte

The byte with question marks which lurbz could not identify is actually the texture plate number out of those used for the object. Say, usually three textures are used for the hull+deck+bridge object of the SH3 ships, their numbers will be 0,1,2, respectively. The texture number is written in the faces section in the 13-byte step.

This needs to be taken into account in the tool upon extracting/importing objects. It is also important to find the way to take this into account when entirely new object using a few texture plates is imported as a part of the entirely new model, created externaly by some other program.

Sansal
09-22-05, 05:39 PM
Thanks Sergbuto:

I saw this but i don't know how to control it. I'm working with only one texture, the number 0 that is the first tga in the dat (Daly go off :D ). I think that is the most simple because we can put all textures in only one tga (now we don't have restrictions in the size of the file) but this need remake the uv map to alocate this faces that now work with 1 or 2 number texture.

This is the version that works with this idea. http://rapidshare.de/files/5416649/pack3d_220105.zip.html

You have more experience than me with 3d editors. Do you like test this posible solution? it seems work.

Saludos,

Flakwalker
09-22-05, 06:07 PM
It can be used to clone objects and create new ones?

Sansal
09-23-05, 02:27 AM
It can be used to clone objects and create new ones?

Yes.

Kpt. Lehmann
09-23-05, 03:00 AM
Sansal,

Are you able to add water reflections to new objects you create... like the Milk Cow for example?

Sansal
09-23-05, 04:21 AM
Yes. You need import the same object 3 times. The objects with reflexion have two more labels with prefix SHD_ and REFLEX_ the 3d obj is the same.

Whe the tool will be finished you can control any property of this unit. Velocity, mass, power, ia....all that i can identify in the files.

Saludos,

Kpt. Lehmann
09-23-05, 09:53 AM
What I am wondering is... can you substitute the reflection of the S-Boat to the Type II U-boat to give it a reflection?

It wouldn't be perfect.... but would be better than nothing... which is of course the way it is now.

Sansal
09-23-05, 04:13 PM
This is the result, as any other ship :-)

http://i3.photobucket.com/albums/y72/sansal/e3ff8000.jpg

Beery
09-23-05, 04:44 PM
Can we get a mod made that gives reflections to all the U-boats that are missing reflections (both hull and conning tower reflections)? This has been one of my pet peeves with the game, so it would be great if we could get something like this into RUb, and I'm sure the other folks with major mods out would be happy to get this finally sorted out.

iambecomelife
09-23-05, 06:08 PM
A request for Sansal. Do you know if a later version will be able to control the nodes for guns and searchlights? It's hard to find the references in the hex editors. Sorry to be demanding so much; you've done great work for us so far. :up:

Sansal
09-23-05, 06:43 PM
What I am wondering is... can you substitute the reflection of the S-Boat to the Type II U-boat to give it a reflection?

It wouldn't be perfect.... but would be better than nothing... which is of course the way it is now.

Can we get a mod made that gives reflections to all the U-boats that are missing reflections (both hull and conning tower reflections)? This has been one of my pet peeves with the game, so it would be great if we could get something like this into RUb, and I'm sure the other folks with major mods out would be happy to get this finally sorted out.

Sorry Lehmann i don't understand before (sorry my english). I thing that is posible, as my testing type XIV, but i work on with the type IID and i can't do. This 3d object don't export fine, i need work more on it...but i have many others priorities with my tool, sorry. When it will be finished then i can see this.

Thanks,

Kpt. Lehmann
09-23-05, 06:50 PM
:up: :up: :up: :up: :up: :up:

Thank you sir! I know much is asked of you already.

Fixing the Type II reflection would be GREAT for hundreds of players. :o

We can wait.... just PLEASE don't remove it from your list of "things to do."

You are the BEST! :ping:

Sansal
09-23-05, 06:59 PM
A request for Sansal. Do you know if a later version will be able to control the nodes for guns and searchlights? It's hard to find the references in the hex editors. Sorry to be demanding so much; you've done great work for us so far. :up:

When the windowed version will be finished you can change this node positions. There aren't matter with this.

Saludos,

Commander1980
09-24-05, 05:58 AM
concerning object-textures:


This is the version that works with this idea. http://rapidshare.de/files/5416649/pack3d_220105.zip.html


It works! :up: Great Sansal - have i ever mentioned that your tool is great? It is.. ;)

My german "Flottentorpedoboot" ("Fleettorpedoboat") like those used widely from 1890 on. In the 1930s Germany build many classes of Torpedoboats.

I used the funnel of the Type 34 Destroyer. The textures work, but the funnel is wrong-sided... :hmm:

http://img396.imageshack.us/img396/8538/flottentorpedoboot5ef.jpg

Sansal
09-24-05, 09:15 AM
Hi Commander1980:

:o :o :o Is it a new ship? Great work and many thanks for this testing :up: . I'm a bad 3d editor :oops:

I used the funnel of the Type 34 Destroyer. The textures work, but the funnel is wrong-sided...

You can change the orientation of this funnel. You can rotate the y axis of this funnel in wings3d, save it and reimport to dat, this works with Maya.

Thanks,

Cdre Gibs
09-24-05, 09:25 AM
Well after 5 days of trying to get Sansals tool to work, its still a no go.
There for I would like to ask any1 thats interested to help in a lil experiment. If some1 sends me the objects unpacked from a dat file I will see if its possible to edit them in 3D Max.

Sansal I tried matey, I realy did, even used that lil edit fix u told me about. It just refuses to work. I can only conclude that something in my OS is broke. When I installed SP2, it gave me nothing but grief. In the end I had to remove it. In doing so not all of SP2 was cleanly removed, there are some remnents still left over that continue to give me grief. This is such a case I believe. My PC realy needs to have C: drive Formated and redone.

Sansal
09-24-05, 09:51 AM
Hi Grib:

I'm starting this windowed version for you. I guess to have a first functional in two or three days.

I have dreams with this gato :P

http://www.git.com.au/~voyager_tek/Gato.jpg


Be patient please....only a few days.

Commander1980
09-24-05, 10:33 AM
:o :o :o Is it a new ship? Great work and many thanks for this testing :up: . I'm a bad 3d editor :oops:

,

No, it is only a clone from the Buckley Destroyer Escort. But without the camo-look and with the new funnel, she looks different. In the next step, i will remove the aft AA-gun tower and replace it with a second funnel, because most of the german Torpedo boats had two funnels and this will make a much more different look.

I will try the rotating of the funnel, thank you!

iambecomelife
09-24-05, 10:54 AM
concerning object-textures:


This is the version that works with this idea. http://rapidshare.de/files/5416649/pack3d_220105.zip.html


It works! :up: Great Sansal - have i ever mentioned that your tool is great? It is.. ;)

My german "Flottentorpedoboot" ("Fleettorpedoboat") like those used widely from 1890 on. In the 1930s Germany build many classes of Torpedoboats.

I used the funnel of the Type 34 Destroyer. The textures work, but the funnel is wrong-sided... :hmm:

http://img396.imageshack.us/img396/8538/flottentorpedoboot5ef.jpg

That's a great looking new unit. I always thought we needed small escorts for Germany other than the S-boats and trawler.

Cdre Gibs
09-24-05, 11:47 AM
Hi Gibs:

I'm starting this windowed version for you. I guess to have a first functional in two or three days.

Be patient please....only a few days.

Out Standing Sansal, Out Standing indeed.

an Thx :)

Sansal
09-30-05, 09:24 PM
http://rapidshare.de/files/5729597/Pack3D.jar.html

Copy in sh3 folder....tomorrow the manual :zzz:

Seeadler
10-01-05, 05:29 AM
I will test it now :up:

Flakwalker
10-01-05, 02:30 PM
The latest version to the date?