View Full Version : Pack3D - Manual and Bugs Reports here...please
Well:
After a month typing hard, with Java's api, trying it with Sergbuto and some other things here I give you the first version of my hardworked Pack3D (Windows version)
http://24flotilla.gamab.net/pack3d/Pack3D.jar
You only have to download the file, as it is without decompressing, in the SH3 folder or wherever you want. If you have www.java.com already installed you must only double-click the jar file and the application will pop up.
http://i3.photobucket.com/albums/y72/sansal/cceb830b.jpg
First steps:
The first, and only thing you can do, is choose the .dat file which you want to work with. Click on "Get Dat" look for the file. Depending on the file's size it will load faster or slower but it doesn't keep loading more than 40 seconds. You'll see something like this:
http://i3.photobucket.com/albums/y72/sansal/25cd45b2.jpg
If you have a 3D edition program like Wings3D, Maya, 3DMax, etc., you'll be able to see the design of any thing from the game looking for the respective .dat file and then clicking on "Export All" will create a subfolder in the unit you have previously chosen where all files that can be viewed and modified are stored so you can place them again in that unit.
They look like this (well, actually a bit better, illumination is not my best)
http://i3.photobucket.com/albums/y72/sansal/6e0e6fbc.jpg
Mommmmmmm, I want to make a model and play with it in SHIII.
The first thing is to prepare the needed files before cloning anything. Is as easy as copying the files of the most similar unit to what you want to do to a folder inside SEA, AIR, LAND or SUBMARINE, name that folder and replace the part of the original name with the one of the new folder always regarding file extensions and suffixes.
Then, you have to assign it to the country you want to make the testing. That is made by taking the .cfg file inside roster, country, unit class, you copy it and take it to the country you wish. Then you change the name of that file with another that will be the name of that class and finally you edit that .cfg file and the other .cfg which is in the .dat folder and change the classname with this new one.
And now you can dig it, execute Pack3D and the first to do is cloning the copied file. That's what you use "Clone" for.... if you had hit it on a genuine .dat ... then nothing... it's ok, now you have a file different to those of the SH3 players. You create a test mission where the original and the cloned unit appear so you see whether they work in the same mission or not.
After this, a bit long but simple, now you can start to work importing textures and 3D objects, the program only allows to replace 3D objects and textures with new ones, be them modifications of the original ones or externally designed objects. A second part is to come where you'll be able to modify flotability, weight, power, max speed, armor, drag.......I hope not to spend another month like with this one. To insert an .obj in the same folder where that design is there must be another one with .mtl extension.
Referring to textures you'll be able to use only one for aircrafts and two for ships (you can see 4 textures in the textures section but actually they're only two). More textures could be inserted, but is something that I'll see according to what you ask but putting more would be overdimensioning a lot the .dat size. 95% or more of the size of a .dat are actually textures.
Thanks as always, to the whole 24th Flotilla and to Subsim's community that has followed the work, giving ideas, knowledge, tests and over all, motivation to finish it. I don't want to put any nicks because I would always miss one and that wouldn't be fair.
Enjoy,
deckard
10-04-05, 08:57 PM
i couldnt find a emoticon that is jumping up and down of joy, so this will do-- :up: :up: :up: :up:
awsome work sansal!! :D
Cdre Gibs
10-05-05, 05:15 AM
I'm pleased to report that the latest version has finaly allowed me to clone !
The main reason cloning is so imortant to me atm was to remove an annoying lil bug with a few of the ships that are not really suited to multiple skin packs. Mainly those very distinct Battlewagons we all so enjoy.
http://www.git.com.au/~voyager_tek/Bismark.jpg
http://www.git.com.au/~voyager_tek/Tirpitz.jpg
Thx again Sansal for all ur efforts.
GREAT!!!
Iv added it to my download section too :D
Sansal,
You are the man! :up:
Thanks, thanks, thanks!
Rubini.
martes86
10-05-05, 10:29 AM
UP! :D
Axlwolf
10-05-05, 11:16 AM
Cdr Gibs,it that an AKIZUKI class destroyer in your sig?
I would love to see some IJN stuff in SH3.I hope it's a "Work in progress"
I was thinking of doing a japanese "Betty" bomber,because of the easy shape....but im too 'NooB' with Wings 3D,and the only thing i've managed to do for now is a VERY BASIC trinate turret :cry:
Flakwalker
10-05-05, 01:44 PM
I would love to see some IJN stuff in SH3.I hope it's a "Work in progress"
There are some rumors that the next official add-on (or SH4) will be based on Pacific, but again are rumors.
Thanks Sansal, great tool :up: . Regarding the OBJ import export on MAX, I use Habware plugin with have several import export options, so I wonder if there are a plugin, or configuration, that make the model import with textures more direct.
However I will be more interested on export a model that anyone can use to add into the game (compatible OBJ with texture coordinates)
stljeffbb1
10-07-05, 09:21 PM
Hi Sansal....I think I've found a small problem:
I've been trying to mod crewmen, however, the name for some files is not accepted by Windows, like:
<P_Work_04>.obj
Is there a way to change this?
Thanks! :up:
-Jeff
Thanks. Reworked
http://24flotilla.gamab.net/pack3d/Pack3D.jar
http://i3.photobucket.com/albums/y72/sansal/c888b4a7.jpg
Flakwalker
10-08-05, 05:11 PM
Ok, now textures coordinates works on 3DMAX. Is not needed to import the .mtl (it just import the tga has material to the library, or place into scene 4 balls).
Altough no smoothing groups are included (I asume the engine do this by itself), the face ID are present, having 1 and 2, with a multisubobject of 2 materials you can load both textures.
Then there are objects for reflecting (same as the normal ones but less polygons for obvious reasons) and a shadow models for either static shadows or dinamic ones.
However I have some questions:
1) How size/scale are set into the game?
2) How the XYZ coordinates are set into the structure on separate parts?
3) About guns, how is posible to create new ones, modific current ones and place them on the right place?
PS: I had a little problem, when checking the Soldati dat file, I click on Clone and now the destroyer dont work properlly (at least on the museum it is not with the engines on), how can I fix that?
Good questions and observations:
1.- I think that the scale is in decameters, but i don't have meditions. The scale for textures is a number between 0 and 1, the size/resolution is market for the tga.
2.- The position of the objects are controled by the types 4. In this type there are a parent and a child id's, after this there are x, y and z positions of the children in reference of the center of his parent. Sometimes there are two more references, elevation and orientation of this object.
3.- It's posible as anything in software, but i don't do this job. A posibility you can copy all chunks of a existent gun and repaste in the .dat, .zon, ....After this you can change all id's and to work with Pack3D.
To control the position of a gun you need work with x,y,z valours of non-3d nodes, his labels (type 8) and .eqp files. The .eqp file link the non3d-node with name cfg#M01 (for example) to a object in gun.dat. And this procedure works.
4.- About your original cloned....prove with a reclonation. But...Are you sure about the problem of the sound?
Cheers
Kpt. Lehmann
10-09-05, 01:24 AM
Hey guys,
With all the new capabilities of Sansal's 3D Mod tool, does this mean that someone can finally match-up the aft antenna rigging on the Type VIIc to it's support posts?
Kpt. Lehmann
10-09-05, 01:24 AM
Hey guys,
With all the new capabilities of Sansal's 3D Mod tool, does this mean that someone can finally match-up the aft antenna rigging on the Type VIIc to it's support posts?
Hi Lehman:
I think yes. But i'm a bad 3d moddeler and this job need a good 3d moddeler. If you want, you can open another thread especify what you want with pictures....but you have careful with the reward :lol:
Flakwalker
10-09-05, 03:18 PM
Good questions and observations:
1.- I think that the scale is in decameters, but i don't have meditions. The scale for textures is a number between 0 and 1, the size/resolution is market for the tga.
2.- The position of the objects are controled by the types 4. In this type there are a parent and a child id's, after this there are x, y and z positions of the children in reference of the center of his parent. Sometimes there are two more references, elevation and orientation of this object.
3.- It's posible as anything in software, but i don't do this job. A posibility you can copy all chunks of a existent gun and repaste in the .dat, .zon, ....After this you can change all id's and to work with Pack3D.
To control the position of a gun you need work with x,y,z valours of non-3d nodes, his labels (type 8) and .eqp files. The .eqp file link the non3d-node with name cfg#M01 (for example) to a object in gun.dat. And this procedure works.
4.- About your original cloned....prove with a reclonation. But...Are you sure about the problem of the sound?
Cheers
Well, on the 3 points above there could be a manual in the future, they are of extreme importance on import external models.
And on the point 4, it still same :(, the destroyer apear stoped on the museum (unlike the other ships that are on movement), so if anyone can send it to me I wont have to reinstall the game. As a suggestion your tool may have some kind of save into folder like with 3D models when clonning, or make a backup on such way, this is because Clone, is like to Close and I was going to do the same yesterday :lol:
There is a complete guide of clonning?, for example if I want to clone the soldati on 2 ones (as soon I got back the original one) called Soldati I and Soldati II what is the complete prosedure to do that?
Flakwalker
10-10-05, 02:27 PM
Well I will have to reconsider reinstall the game. If anyone want to send me the original files of the soldati send it to flakwalker(at)yahoo.com
About texture on clonning, if I create a new unit, let say Soldati II, how the texture for it became independent so if anyone want to create a normalRES texture and put in that folder it is applied to such version and not the original aswell.
blumen-bts
10-10-05, 03:14 PM
...sorry for my english .... but, soldati's 3d is not correct ...remember this after to retexture ...the central turret is originally single ...see drawing and photo's in this link:
http://www.modelli-navali.it/MM-Italiana/arch_immag/soldati1936/soldati1936.html
Flakwalker
10-10-05, 06:43 PM
...sorry for my english .... but, soldati's 3d is not correct ...remember this after to retexture ...the central turret is originally single ...see drawing and photo's in this link:
http://www.modelli-navali.it/MM-Italiana/arch_immag/soldati1936/soldati1936.html
Yes I want to correct them, the problem is find highres drawings (the ones on that site are too optimized) mainly for texture detail, and as you noticed, make a new gunturret (but it should be enough). There are a lot of interesting things that can be done with the Soldati, also add the 2º serie.
BTW, I reinstalled the game, now I will backup before do anything.
Well, on the 3 points above there could be a manual in the future, they are of extreme importance on import external models.
And on the point 4, it still same :(, the destroyer apear stoped on the museum (unlike the other ships that are on movement), so if anyone can send it to me I wont have to reinstall the game. As a suggestion your tool may have some kind of save into folder like with 3D models when clonning, or make a backup on such way, this is because Clone, is like to Close and I was going to do the same yesterday :lol:
There is a complete guide of clonning?, for example if I want to clone the soldati on 2 ones (as soon I got back the original one) called Soldati I and Soldati II what is the complete prosedure to do that?
Hi Flack and sorry the time (I have XP, you know :shifty: )
As a penance i. clone my soldati and ... it's true, there are some problem with this ship. Then I clone the originals Bismark, King George, PTBoat and this three works fine, like as the original.
I will see thie files of the Soldati may be he have something interesting.
If you want work in the Soldati then you need clone this ship by hand http://www.subsim.com/phpBB/viewtopic.php?t=42918&highlight=clone
But may be you can wait for my explanation after that i reinstall the game for second time this week.
Good joke "the clone as closed...." :lol: I remind this.
Cheers,
Flakwalker
10-12-05, 02:09 PM
Ok I will wait :), pleas check this thread http://www.subsim.com/phpBB/viewtopic.php?t=44024 I had some problems when importing models
The ship remodelling projects are cool, but is anyone willing to have a go at remodelling the crew models? The current ones are awful - they look nothing like real U-boat crewmen. A few adjustments to the bodies and hats would make a big difference. While we see ships like the Bismarck only occasionally, we are bombarded with hideously misproportioned crewmen and uniforms every few minutes.
If anyone is willing to have a go at it I can give details of the exact nature of the 3D model problems and what needs to be done to fix them.
Kpt. Lehmann
10-13-05, 11:20 AM
The ship remodelling projects are cool, but is anyone willing to have a go at remodelling the crew models? The current ones are awful - they look nothing like real U-boat crewmen. A few adjustments to the bodies and hats would make a big difference. While we see ships like the Bismarck only occasionally, we are bombarded with hideously misproportioned crewmen and uniforms every few minutes.
If anyone is willing to have a go at it I can give details of the exact nature of the 3D model problems and what needs to be done to fix them.
I agree totally! Also, the specular lighting is so disproportionate between the hands and the faces of the crew... In the changing light levels presented in SH3 hands often look like dark leather gloves... quite annoying. :nope:
UBOAT234
10-13-05, 06:22 PM
where I can try for remap the textures in uvw. With 3ds or wing 3d?
I have cloned soldati, with pack3d and create a singlemission...
have placed: Soldati and my soldier (clone of soldati); Bismarck and Tirpitz(My clone) and function but i do not have a tool for remap texture...
I have seen a topic of canaris: SH3Mesh. Wath is?
Sansal please
Help me!
Flakwalker
10-13-05, 07:20 PM
3ds remap wont work because of the export file format.
Cdre Gibs
10-13-05, 10:54 PM
Pesonaly I find nothing wrong with the crew. Due to animation limits that we have with 3d bones that don't require massive amounts of CPU time, as well as the CPU loading to enable the game to run every thing else, they are normal. The more 1 increases the bones of a model to get a better animation the higher the CPU loading will become. The only thing that the crew may need (on a prefered personaly level per player) is a bloody good UV map, just like about every thing else in SH3.
Pesonaly I find nothing wrong with the crew. Due to animation limits that we have with 3d bones that don't require massive amounts of CPU time, as well as the CPU loading to enable the game to run every thing else, they are normal. The more 1 increases the bones of a model to get a better animation the higher the CPU loading will become. The only thing that the crew may need (on a prefered personaly level per player) is a bloody good UV map, just like about every thing else in SH3.
I think the concern is the fact that their uniforms are really rather... fictitious-looking. Beery has been on that since the first days of SHIII, and justifyably so. It'd be nice if their clothing could look more accurate to the real thing :hmm:
Commander1980
10-14-05, 12:31 PM
Hi Sansal, i have just completed a new unit (US Mahan Class Destroyer), working very fine.
But there is one problem: Do you know, how to change the places of the equipment-nodes? (or anyone else?)
(I found another solution by extracting the torpedoquad-3D-model and integrated that obj into the ship-model, so that they are no longer "equipment". But with this method, the textures do not work with the torpedo-obj, they use the whole ship-tga as texture...)
thx in advance! :)
Yes, you can but you need a hexeditor. You see the non-3d nodes with my tool.
Identify what of the cfg#X01_unit_name what you need to change the position. In the list you have the initial positión of this nodes in the file
http://i3.photobucket.com/albums/y72/sansal/1735f680.jpg
with this position you can go to the chunk of data (market in blue)
http://i3.photobucket.com/albums/y72/sansal/31f81bc3.jpg
Inside this chunk after all id's there are a group of 12 bytes that control x, y and z (4 bytes for each other) position (the same valour, in hex, that your 3d editor), this group are ever in the same positions inside the chunk (market in blue).
http://i3.photobucket.com/albums/y72/sansal/b60d954b.jpg
Sometimes there are another group of 8 bytes that control orientation and elevation. The same for the 3d nodes but in this case, may be, there are a group that control the texture position.
I think that i can't be more expecific....may be if my english will be good :shifty: (Sorry).
P.S. Don't worry for the CTD if you have a backup of the .dat or your hexeditor have undo edit :rotfl:
Sheppard
10-14-05, 09:37 PM
If I try running Pack 3D it just hangs on me.
Commander1980
10-15-05, 02:31 AM
thanks sansal, i will try it! :)
UBOAT234
10-15-05, 05:15 AM
thanks very much for your attention...
Sorry for my insufficent knowledge
Is possible create new node for add-edit & apply a gun supplementary?
how to?
:damn:
If I try running Pack 3D it just hangs on me.
What's you matter? Dont' run?.
Is possible create new node for add-edit & apply a gun supplementary?
how to?
For example: You need a fourth tower gun and the original have three.
In this cases i give a existence non-3d node like cfg#A03_unit_name then i change the label to cfg#M04_unit_game after this edit the .eqp
[Equipment 3]
NodeName=A03
LinkName=20mmGBSingle
StartDate=19380101
EndDate=19451231
change to
[Equipment 3]
NodeName=M04
LinkName=15InchDoubleT
StartDate=19380101
EndDate=19451231
after this you can change the gun to the correct position.
UBOAT234
10-15-05, 05:51 AM
Hi Sansal,
Great your work!
Excuse still... I have seen this image:
http://img329.imageshack.us/my.php?image=fletcher9eg.jpg
by Canaris
But wath is this? A program for meshing?
Sorry for my english and for novice
thanks and best regards
UBOAT234
The work of Canarys not be released, i think. He started the job before i when Lurbz released her DatConverter.
I'm very grateful to Canaris for her aclaration about Maya and the textures.
Cheers,
Commander1980
10-15-05, 06:17 AM
Hi Sansal, when i identiy the position group, i always found more than 12 bytes. There are 13 bytes, or does the "01" on each group does not count?
Arg :oops: ....yes, sorry. The 01 no is a position byte.
Sheppard
10-15-05, 07:17 AM
What's you matter? Dont' run?.
When I run the JAR file, the following appears:
http://img414.imageshack.us/img414/469/problem7iv.th.gif (http://img414.imageshack.us/my.php?image=problem7iv.gif)
And my system gets EXTREMELY unresponsive, slow, laggy until I can close the non-functioning PACK3D.
EDIT: It works on my brothers WinXP Laptop; will use that instead
for my extracting and cloning duties
Sheppard
10-15-05, 07:35 AM
This may sound like a stupid question, but are there any safeguards in the CLONE feature, to insure that we don't clone something to have the same unique ID number that someone else's new unit has?
Commander1980
10-15-05, 08:06 AM
Sansal, you're great! I was able to replace the torpedo-nodes to the correct positions! Thanks!! :) :up:
This may sound like a stupid question, but are there any safeguards in the CLONE feature, to insure that we don't clone something to have the same unique ID number that someone else's new unit has?
No, it's a random long added to the id's. Sorry in the next version i can put a message of warning....but i hate this messages "Are you sure?".
About your problem i think that i can repair this. You have changes the aspect of your XP. Yes or yes?
Cheers,
Sheppard
10-15-05, 06:18 PM
No, it's a random long added to the id's. Sorry in the next version i can put a message of warning....but i hate this messages "Are you sure?".
No problem, just thinking ahead, right now, with just a few cloned units floating around it's not a problem, but in the future it most likely will become a problem.
About your problem i think that i can repair this. You have changes the aspect of your XP. Yes or yes?
Actually, on my desktop, I run Windows 2000 SP4, while my brother's laptop is running XP SP2
Commander1980
10-16-05, 06:49 AM
Hi Sansal, another question.
I have successfully changed a node to another position. The only node, that i can "spent" vor a fifth gun was an aft-facing AA-gun node. But this weapon must face forward so i changed the hex-entries for the gun-facing. Unfortunatley, the arc of fire for this node is defined in that way, that the wepaon can only aim to an backward arc. When facing the weapon forward, it stops on the most forward position in the defined arc of fire (diagonal forward, about 300 degree). So my question, how can i edit the arc of fire?
http://img414.imageshack.us/img414/3341/arcoffire1ah.jpg
blue underlined: position of the node
blue marked and red underlined: facing of the gun (00 00 00 80 00 00 00 00 00 00 00 80 means facing forward).
green marked: what is this? The two groups are partly identical. Are the last 8 bytes of the light green marked group the entries for the arc of fire? These 8 bytes are identical on all those nodes facing forward and on those facing backwards. But when i copy the entry from forward facing nodes, the weapon does not appear in the game. So i think the first 8 bytes have also something to do with it. Can you or anyone help me? thx in advance :)
By order:
The arc of the fire no is here. I think that this is in .sim valours but i don't jet play with this valours. In the dat only there are positions and objects.
Green marked:
firsts 8 bytes are the id of this chunk
seconds 8 bytes are the id of the parent object were this gun will be placed.
Red underline:
degrees respect the plane XY, XZ, YZ
No more for this chunk.
Last green mark, it is inside a label chunk type 8:
the id of the this chunk and the childrens chunks that are labeled. In this case is the same id that the non-3d chunk.
Commander1980
10-16-05, 09:58 AM
Thank you Sansal :)
huh, this can be difficult. Maybe i can evade that problem with finding another solution. anyway, i have to rebuild and reclone the whole ship, because there are unknown game-crashes that i cannot identify.
Sheppard
10-16-05, 10:50 AM
Hey Sansal, any chance of updating Pack 3D so we can edit the values of the nodes, and whatnot without having to use a hex editor?
Thank you Sansal :)
huh, this can be difficult. Maybe i can evade that problem with finding another solution. anyway, i have to rebuild and reclone the whole ship, because there are unknown game-crashes that i cannot identify.
Ever you make a backcopy....any byte in the bad position will make a CTD.
No it's easy.
Hey Sansal, any chance of updating Pack 3D so we can edit the values of the nodes, and whatnot without having to use a hex editor?
When i edentifity how works all chunks....so hard.
Sulikate
10-16-05, 06:32 PM
hey Sansal, just tested you tool, really nice indeed. it worked well in 3dsmax7, but I'm having problems finding the u-boat's tower...
where is it in SHIII's folders?
Hi:
Is in data/objects the towers (turms) are very detailed; 21.000 polygons only the interior. I can't do modifications with Maya, i have problems to import after. Can you say me if works for you?
Thanks
UBOAT234
10-17-05, 11:44 AM
HI SANSAL,
HAVE YOU UPDATE YOUR PACK3D?
Sulikate
10-17-05, 01:29 PM
ok Sansal, I'll test it :yep:
HI SANSAL,
HAVE YOU UPDATE YOUR PACK3D?
There are a little modification now it can open .anm files, only this.
I will be finishing my type XIV to know what files and chunks we need change and her relations and structure to make:
0.- Open Prashes_voice_*.dat in data/library
1.- Export a obj "All in one" (then we don't need work with SHIII at same time)
2.- To see the 3d object directly in Pack3d (now is easy with obj format)
3.- Edit chunks and properties when i will understan all types 10 and 13.
4.- To delete a object or to insert a new object.
5.- To make SHIV OpenSource (It's a joke :-j )
This weekend i start the new version.
UBOAT234
10-17-05, 05:43 PM
I am sorry for capital... have the problems with the keyboard caps lock...
A problem very hard is the: remap texturing.
Thanks for your great work
Uboat234
iambecomelife
10-17-05, 08:10 PM
Hi Sansal - I keep getting error messages when I take extracted parts from one ship and add them to another:
java.lang.NumberFormatException: For input string: ""
What does this mean?
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.
I don't have problems with this traslations.
iambecomelife
10-18-05, 04:34 PM
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.
I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
Cdre Gibs
10-19-05, 12:56 AM
Sansal
Every time I try to import an obj that I have moved in wings3d I get this msg at the bottom of Pack3d
"Java.Lang.NullPointerException"
And then when I look at the ship in the Museum, it no longer moves and the part I tried to shift is still in the same place!!
Wings3d is such a crappy program as well, I just wish that the importing into MAX worked better.
Seeadler
10-19-05, 02:09 AM
Wings3d is such a crappy program as well, I just wish that the importing into MAX worked better.
What's your problem with the import in MAX?
I import/export several times the skydomes and harbour buildings in MAX and use the included OBJ import and the 3rd party export plugin MAX2OBJ for that.
Cdre Gibs
10-19-05, 05:59 AM
What version of Max are you using ? I put the Max2Obj and Obj2Max plugin's in but Max gave me an error since it already has an Obj importer/exporter. It stated "To many pathways" and will not enable the plugin's at startup. The inbuilt importer/exporter keeps EFN the damn model up beyond all recognition, with over 70% of all face's fliped and I'm NOT gonna spend 2-3 hours getting them all back the right way round. When I do finally get the model sorted in Max (if its a small 1) I then export it back into the 3d folder of the ship in question then use Pack3d to import it into the ships dat file and Again I get another Java error msg (cant recall it ATM) and yet again the obj I want to tweak shows no change.
All we need is the bloody proper MAX tool for SHIII Like we were promised FROM Ubi, the ruddy tosser's (yes I'm pissed off).
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.
I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
The textures need be the same in the .dat and the new 3d object. In other words, the .mtl of the new object needs to have the same materials (names and .tga) that the name_of_ship.mtl exactly the same names for a correct importation.
How to do this? There are few solutions.
The most easy is, one time you have the new object in wings3d, the first think is that change the materials of this objects for the materials existing in the new_ship.dat file, then save this new desing and you can import it to the new ship. With this we are sure that the .mtl of the new object and the textures of the new_ship.dat will be the same names.
Sorry my english. I can't explain good.
Seeadler
10-19-05, 06:15 AM
What version of Max are you using ? I put the Max2Obj and Obj2Max plugin's in but Max gave me an error since it already has an Obj importer/exporter.
I use Max5.1 at home and 6.0/7.0 here at my company. The OBJ2MAX plugin did not work well, I use the build in one from Max. The MAX2OBJ plugin are designed for 5.1 and 6.0 _not_ 7.0!
When I'm at home this evening I will post some screens for the correct settings of both plugins. :|\
Cdre Gibs
10-19-05, 06:44 AM
Thx
Yeah I'm usen Max 7, so I'm stuck with the inbuilt plugins.
UBOAT234
10-19-05, 03:00 PM
Hi Sansal
Is possible to integrate Pack3d in milkshape3d? It work? Is available sdk to download of this.
http://www.milkshape3d.com/
:arrgh!:
Thanks uboat.
I take a look the website and there are a free plugin for Maya to MDL. Don't work for .obj?
Saludos,
UBOAT234
10-20-05, 04:51 AM
...don't very pratice with 3d...obj
I work in 3d from little time.
I come from graphical atmosphere and prints, for 15 years: (Adobe suite and Macromedia. Plus Special Software for printing and editorial management).
My profession: now I am a employee in governmental office. Data management.
Only for my passion culture: game (game it occupies more time and interest) I work with autocad and 3ds. Now i install wing3d, maya, and Rhinoceros. I want see and discover.
But you are a great. Very, many patience with all we.
Good work
Best Regards
Flakwalker
10-20-05, 11:30 AM
Sansal, any new with the soldati and pack3d?
Sansal, any new with the soldati and pack3d?
I have been started the work with the program. I see the problem and i will change the procedure of cloning for this soldati, don't worry. It have relation with .dat and Soldati, my fault.
Cheers,
What's you matter? Dont' run?.
When I run the JAR file, the following appears:
http://img414.imageshack.us/img414/469/problem7iv.th.gif (http://img414.imageshack.us/my.php?image=problem7iv.gif)
And my system gets EXTREMELY unresponsive, slow, laggy until I can close the non-functioning PACK3D.
EDIT: It works on my brothers WinXP Laptop; will use that instead
for my extracting and cloning duties
Today i have the same problem and the solution is decrease the antialiasing setting. I have a nvidia videocard with 81 drivers version, and i don't understand it.
Cheers
UBOAT234
10-21-05, 05:45 PM
Hi Sansal,
your Pack3d job?
proceeds it?
Bye
UBOAT234
10-21-05, 05:49 PM
HI SANSAL,
HAVE YOU UPDATE YOUR PACK3D?
There are a little modification now it can open .anm files, only this.
I will be finishing my type XIV to know what files and chunks we need change and her relations and structure to make:
0.- Open Prashes_voice_*.dat in data/library
1.- Export a obj "All in one" (then we don't need work with SHIII at same time)
2.- To see the 3d object directly in Pack3d (now is easy with obj format)
3.- Edit chunks and properties when i will understan all types 10 and 13.
4.- To delete a object or to insert a new object.
5.- To make SHIV OpenSource (It's a joke :-j )
This weekend i start the new version.
Flakwalker
10-21-05, 07:08 PM
Sansal, I found something strange with the objects/turm7c_3_hd.dat , it dont generate the .mtl file
New version released:
http://24flotilla.gamab.net/pack3d/Pack3D.jar
Solved the problem to clone Soldati and other units.
Now you can see the data of the chunks directly. With CONTROL + C you can copy a singular data.
Sansal, I found something strange with the objects/turm7c_3_hd.dat , it dont generate the .mtl file
I prove with this version and works fine this .mtl
http://i3.photobucket.com/albums/y72/sansal/eb187b38.jpg
Cheers,
UBOAT234
10-22-05, 05:54 AM
Great!
:sunny: :up: :sunny: :up: :sunny: :up: :sunny: :up:
Papabull
10-22-05, 09:02 AM
The link to the new version gets me pack3d.zip; I don't find an executable in the .zip file - pack3d.java is close as I get and it's not an executable file. Java 2 runtime installed on my machine, the first release pack3d.jar runs fine for me.
Papabull
UBOAT234
10-22-05, 12:21 PM
Hi Sansal
Good work!
...and a mini tutorial?...
Bye
The link to the new version gets me pack3d.zip; I don't find an executable in the .zip file - pack3d.java is close as I get and it's not an executable file. Java 2 runtime installed on my machine, the first release pack3d.jar runs fine for me.
Papabull
When you download this zip (really a jar). You can selec the program to start i; javaw.exe
Flakwalker
10-22-05, 05:41 PM
Thanks Sansal :)
On a future versions will be posible to view/change the XYZ coordinates of the 3D single objects?
Thanks Sansal :)
On a future versions will be posible to view/change the XYZ coordinates of the 3D single objects?
This tool is in continous improving. You will have this.
Cheers,
hamburger
10-22-05, 08:00 PM
hi sansal,
i don't find an javaw.exe. how can i start it?
There isn't a exe. You need have www.java.com installed, then this .jar file works like a exe.
Cheers,
hamburger
10-22-05, 08:54 PM
hola sansal,
java is installed! in witch folder must i extract the pacK 3d files?
i know, my english is so ****. sorry...
UBOAT234
10-23-05, 07:19 AM
Hi hamburger,
is not exe, is not zip, is not a comprimed file...
Pack3d function standalone, probabily you have associate file jar a to the winzip or another program...
in any case: right click to the link and save to file. Do not change extension or associate at any program.
If you have installed java and probabily you have need of Microsoft Net Framework (download to microsoft).
here the link:
1- http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en
2- www.java.com
3- http://24flotilla.gamab.net/pack3d/Pack3D.jar
enjoy
:D
UBOAT234
10-23-05, 07:24 AM
Hi Sansal,
Very Good Work...
Best Regards
UBOAT234
Cdre Gibs
10-24-05, 07:35 AM
Sansal
Matey I'm still getting this error msg every time I import a modified obj model back into a dat file :
"Java.Lang.NullPointerException"
Thanks to Seeadler's info - the import into 3D max 7 now works correctly. Following his "How to" to the letter I exported the modified "NDD_Type34_cablu.obj" back into the 3d folder inside my Type36A folder and then with Pack3d I try to import this modifed obj back into the type 36A dat and I always get the above error msg.
Its driving me NUTS.
In MAX the damn cables (cause thats what this obj file is) are now all correct for length, position and so forth. They are exported back (as far as I can tell) just fine. The only thing that don't add up is the fact that the COORD's for the "NDD_Type34_cablu.obj" in the Dat dont translate correctly in MAX. See in MAX, Dat Z COORDs become MAX Y COORDs and DAT Y become MAX Z COORDs - however IF Dat Z COORDs are a Negitive value they are now a Postive value iin MAX. ie:
Dat COORD Y = -4.096
become
MAX COORD Z = 4.096
So when I use the DAT COORDs in MAX the bloody cables are nowhere near where they are ment to be. All other COORDs work 100% fine as per above, makes no bloody sence.
Anyway I await your pearls of wisdom and hope this can be resolved.
hamburger
10-24-05, 04:19 PM
http://img98.imageshack.us/img98/9117/vergleich6rj.th.jpg (http://img98.imageshack.us/my.php?image=vergleich6rj.jpg) what do you think about my new officers hat?
UBOAT234
10-24-05, 06:55 PM
Hi Sansal,
I have modified some file obj, but pack3d do not import this my file modified.(3ds)
I have tried also with other converter and other program. UV Mapping but obj do not enter in dat...
Wath is?
bye
Manuel Ortega
10-27-05, 08:03 AM
This post should be sticky.
This is THE TOOL, and shouldn't fall to the bottom of the forum.
UBOAT234
10-27-05, 02:40 PM
Hi,
Help me!
I have a problem most seriously...
Is very important resolve the question.
I have genarated the clone and correct the name of all files, and in the files. The problem is that: complex for me, the file job is created from pack3d, and modified from wing 3d or 3ds. But when save the file, exported, not have the value original. I have modified only the texture mapping with mapping editor.
... also, when i charge program Silent Hunter, MUSEUM, I select the unit created and I see the unit, that function... but when select other unit in two time, program crash... Horror! Do not function...
Help me please...
UBOAT234 :damn: :damn: :damn: :hulk:
sergbuto
10-27-05, 03:17 PM
New version released
Great. What Pack3D really needs is an option to clone a model without changing IDs of 3D meshes because with all the clones made with Pack3D on my computer I can really see how the FPS rate goes down quite a bit. In some case, there are no need to load multiple copies of 3D meshes at all.
Another important thing is a possibility to make changes to the ZON files to really get the damage model right for new units. Because without proper damage models, most of the results of 3D modelling going on right now can be only used as eye candy.
iambecomelife
10-29-05, 07:00 PM
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.
I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
The textures need be the same in the .dat and the new 3d object. In other words, the .mtl of the new object needs to have the same materials (names and .tga) that the name_of_ship.mtl exactly the same names for a correct importation.
How to do this? There are few solutions.
The most easy is, one time you have the new object in wings3d, the first think is that change the materials of this objects for the materials existing in the new_ship.dat file, then save this new desing and you can import it to the new ship. With this we are sure that the .mtl of the new object and the textures of the new_ship.dat will be the same names.
Sorry my english. I can't explain good.
This happens I'm taking existing ships and modifying their obj files. When I move or resize objects either Pack3d or Wings3d messes up the texture scheme and I get the hull textured as the deck. I was working on the C-2 today, for example, and just moving the bridge and resizing it caused the texturing problem. Also, sometimes when I resize objects in Wings3d I get clones of the existing textures that make the model impossible to import.
iambecomelife
10-29-05, 11:03 PM
More trouble, Sansal. With the latest version of your tool I can't import any OBJ files at all. I always get the message "this object can't be imported" when I try to import. This even happens when I don't make any changes at all to the object. This is really strange, since the previous version worked fine. What's wrong?
iambecomelife
10-30-05, 02:13 PM
OK; I found out that I can import objects with the new version as long as I don't double click on the subfolders. I'm still having the texture problem, though. Again, I took a C-2, cloned it, and imported it without making changes. Just importing it caused Pack3d to reverse the textures - the hull skin was on the deck, and the deck on the hull again. I have no idea what's happening here.
iambecomelife
10-30-05, 09:55 PM
Still no progress with this. I wonder why the NKGN model doesn't have this problem? For some reason I have been able to use it as a base for the two merchants I created recently, and I didn'y have nearly as many texturing issues. If at all possible, could you design the next version of Pack3d to leave the mtl files/ texture assignments alone when importing?
UBOAT234
10-31-05, 12:45 PM
HI,
I have created a clone of Bismark and renamed file and in Hex... Tirpitz, its work fine. I have changed only texture in Photoshop cs.
But after, with original bismark, I have tried export 3d file, with Pack3d, and only import one obj, without to change null: - NBB_Bismark.obj, always with Pack3d.
its wrong gun...
what is?
I have examined: NBB_Bismark.dat, file original and NBB_Bismark.dat, after import obj, with ExComp and I have seen many change in Hex data... perhaps too many?
Bye UBOAT234
UBOAT234
10-31-05, 09:16 PM
HI, Sansal
With old Pack3d, the import object is correct. (download in rapidshare) 35kb
With new version, someone obj file, change the structure of data, and the equipment it does not remain to its place.
iambecomelife
10-31-05, 10:05 PM
BUMP
UBOAT234
10-31-05, 10:17 PM
Good night...
Tomorrow try another pack3d (56k)
Have 3 file different. The first function fine but not with someone ship.
... :rock:
UBOAT234
11-01-05, 06:20 AM
Hi Sansal,
Confirm last version of Pack3d have a bug. I don't have knowledge for to analyze what is.
I have rework bismark uv and the gun in bottom of ship, have change node position. But with old version, I think the first version of Pack3d, it's fine. Probable this version have other problem but this case no.
This my work
http://img356.imageshack.us/img356/8918/file0024qr.th.jpg (http://img356.imageshack.us/my.php?image=file0024qr.jpg)
In this site the paint schemes of Ship
http://www.bismarck-class.dk/bismarck/paint_schemes/paintbism1941.html
Here the problem have the first time, with new version, the last, of Pack3d (but old version, do not export obj with unit multitexture)
http://img246.imageshack.us/img246/9656/file00302la.th.jpg (http://img246.imageshack.us/my.php?image=file00302la.jpg)
Bye and Good Work
UBOAT234
iambecomelife
11-01-05, 08:17 PM
BUMP
UBOAT234
11-01-05, 09:29 PM
...No news pack3d...
Is vital!
power... modify data in Pack3d...
Bye
UBOAT234
UBOAT234
11-02-05, 12:18 PM
Hi original idea
I have try to combine object:
For construction of:
USS Kearsarge (Crane Ship # 1, later AB-1, formerly Battleship # 5), renamed Crane Ship # 1 in 1941
http://www.history.navy.mil/photos/sh-usn/usnsh-k/ab1.htm
Have cloned Troop Transport and extract the crane of Fiji Light Cruiser
But the problem in the bottom I had with torpitz, is also here i don't have answer...
http://img24.imageshack.us/img24/6128/crane0048wv.th.jpg (http://img24.imageshack.us/my.php?image=crane0048wv.jpg)
:damn:
Try&Check Costruction
http://img254.imageshack.us/img254/8476/crane0013uf.th.jpg (http://img254.imageshack.us/my.php?image=crane0013uf.jpg)
http://img254.imageshack.us/img254/7556/crane0025cs.th.jpg (http://img254.imageshack.us/my.php?image=crane0025cs.jpg)
http://img307.imageshack.us/img307/6232/crane0039ly.th.jpg (http://img307.imageshack.us/my.php?image=crane0039ly.jpg)
Problem for me, impossible to resolve:
First Problem: Move effect smoke?
Second: Readraw crane and Bridge + hull + eraser boat on ship and other. obj
...And remap the texture (here I have don't remap for nothing)
Mine it is I invite, who is much able one in 3d in order realizing this. For me is very difficult and I do not have time for study a program for 3d. (I have just a little knowledge, and I have learned with you the use of some interesting programs).
Saluti
UBOAT234
-------
Other Experimental Work
http://img284.imageshack.us/img284/245/craneb0065oe.jpg :rotfl:
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.
I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
The textures need be the same in the .dat and the new 3d object. In other words, the .mtl of the new object needs to have the same materials (names and .tga) that the name_of_ship.mtl exactly the same names for a correct importation.
How to do this? There are few solutions.
The most easy is, one time you have the new object in wings3d, the first think is that change the materials of this objects for the materials existing in the new_ship.dat file, then save this new desing and you can import it to the new ship. With this we are sure that the .mtl of the new object and the textures of the new_ship.dat will be the same names.
Sorry my english. I can't explain good.
This happens I'm taking existing ships and modifying their obj files. When I move or resize objects either Pack3d or Wings3d messes up the texture scheme and I get the hull textured as the deck. I was working on the C-2 today, for example, and just moving the bridge and resizing it caused the texturing problem. Also, sometimes when I resize objects in Wings3d I get clones of the existing textures that make the model impossible to import.
Hi Iacom:
Sorry this week was bad in my job. This problems with textures, Have you change any name? The names need be the same (exactly the same label) in the dat and in the mtl.
I can't upload the las version when you can see all properties of a object. May be tomorrow.
Cheers
HI, Sansal
With old Pack3d, the import object is correct. (download in rapidshare) 35kb
With new version, someone obj file, change the structure of data, and the equipment it does not remain to its place.
The equipment are related with his label and the file .eqp, if you have change the label of cfg#M01_this_shyp (revise this_shyp)
Cheers,
Hi:
I just upload the last version. Now we can see the proprertys of the objects in .dat, dsd, sim, val files. There are some valours that i don't jet know well.
In the next version we can see all datas of all types and changes his valours. And may be a 3d render.
Cheers,
Flakwalker
11-04-05, 07:09 PM
Hi:
I just upload the last version. Now we can see the proprertys of the objects in .dat, dsd, sim, val files. There are some valours that i don't jet know well.
In the next version we can see all datas of all types and changes his valours. And may be a 3d render.
Cheers,
Excelent :up:
iambecomelife
11-04-05, 08:23 PM
I'm about to give it a shot. Thanks again, Sansal.
UBOAT234
11-05-05, 03:55 AM
Hi Cdr Gibs,
Here the link:
http://24flotilla.gamab.net/pack3d/Pack3D.jar
Bye
UBOAT234
Seeadler
11-05-05, 10:24 AM
This new version cannot open any modified *.dat files on my system i.e. the scene.dat from the Atmosphere Mod. The older version (35kb) works fine in this case.
rulle34
11-05-05, 10:31 AM
Hi hamburger,
is not exe, is not zip, is not a comprimed file...
Pack3d function standalone, probabily you have associate file jar a to the winzip or another program...
in any case: right click to the link and save to file. Do not change extension or associate at any program.
If you have installed java and probabily you have need of Microsoft Net Framework (download to microsoft).
here the link:
1- http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en
2- www.java.com
3- http://24flotilla.gamab.net/pack3d/Pack3D.jar
enjoy
:D
Hello
I dont know what im doing wrong. :dead:
All this things above is already installed.
When DL I get a WinRAR file named Pack3D!!
What shall I do from that?? All I do just fails?
What I understand I shouldn't get a WinRAR file at all or? I should get I file that I can open if I have JAVA installed? Right?
Well now I get a WinRAR file when downloading. How can I proceed from there? Really need som help, cos this is frustrating :damn:
Seeadler
11-05-05, 10:43 AM
- right click on the Pack3D.jar file and select open with...
- than choose Java(TM)2... instead of WinRAR
rulle34
11-05-05, 10:50 AM
I have to look into the programfolder for Java then I got this message:
Launch file error
Unable to start the application
:o
This new version cannot open any modified *.dat files on my system i.e. the scene.dat from the Atmosphere Mod. The older version (35kb) works fine in this case.
I'm looking this. Thanks
rulle34
11-05-05, 11:44 AM
Ok here is what I do.
Can someone please help me with what Im doing wrong?
1. Open DL file with JAVA
http://usera.imagecave.com/rulle34/1.JPG
2. Errormessage
http://usera.imagecave.com/rulle34/2.JPG
3.Clicking "details shows this on tab "General"
http://usera.imagecave.com/rulle34/3.JPG
..and this on tab "Exeptions"
http://usera.imagecave.com/rulle34/4.JPG
..and this blurry thing on tab "Launch file"
http://usera.imagecave.com/rulle34/5.JPG
Cdre Gibs
11-05-05, 11:51 AM
Why has this thread not been stickied yet ?????????
This is without a doubt the MOST important thread in these forums at this stage in time. Its certainly more important than any mod or debate.
Seeadler
11-05-05, 11:57 AM
Can someone please help me with what Im doing wrong?
Open it with "Java(TM) 2 Plattform Editon binary" not with the Web Starter because the jar file contains binary files
rulle34
11-05-05, 01:44 PM
Can someone please help me with what Im doing wrong?
Open it with "Java(TM) 2 Plattform Editon binary" not with the Web Starter because the jar file contains binary files
Seeadler
I really apreciate your patience with me in this, but I have now tried to "open with"..EVERY file in the JAVA program folder. Not one will work. I often get this small black DOS window popping up for a second, but no program starts :damn:
Why this JAVA thing :damn: Seems only complicated. Why not just a simple .exe file like all most all other programs.
I follow your advices but still it doesn't work... :help:
The correct lancher is javaw.exe or java.exe
http://i3.photobucket.com/albums/y72/sansal/0a5009bf.jpg
Java rules....
rulle34
11-05-05, 02:10 PM
@sansal
If I use this, I get a error message (JAVA virtual machine) saying:
Couldn't find the main class. Program will exit
:damn:
Can it be some compatible issue here? It was this thing with TT tool
This new version cannot open any modified *.dat files on my system i.e. the scene.dat from the Atmosphere Mod. The older version (35kb) works fine in this case.
I'm looking this. Thanks
Revised. Now works with this scene files.....there are a lot of properties, to exploid.
http://24flotilla.gamab.net/pack3d/Pack3D.jar
If anybody find other problem like this, you say me please.
iambecomelife
11-05-05, 09:37 PM
http://img396.imageshack.us/img396/3554/invert8zx.jpg
Even with the latest versions I get the texture inversion problem. I experimented by trying to import a ship's hull into pack3d without making any changes to it at all. Sure enough, the deck texture was used as the hull texture even though nothing had changed. I am starting to think that the process itself, and not any 3d changes made to a hull, are what causes it. Also, I make sure not to change textures in Wings3d, and I always keep the material names the same. However, nothing seems to make a difference. Is there any way to reverse what Pack3d does to textures, so that it displays the hull skin on the hull and deck skin on the deck?
Sometimes i have this problem too, but the problem was in the 3d editor. It changes the names of the materials, or it include more names. Other times i was working with materials (tga) that they no was in the .dat
You must be sure of:
1.- The tga are the same in the 3d editor and .dat . If you want news skins you need import them first, after this you can import the new 3d
2.- If the import don't work well then edit the file.mtl and you revise the number, names of the materials and tga inside it.
Pack3D need that the names of the .tga in mtl are exactly the same that there are in .dat in other case they put a previous material. I don't see other procedure to work with textures.
Tomorrow i upload some screens of my work.
Cheers,
@sansal
If I use this, I get a error message (JAVA virtual machine) saying:
Couldn't find the main class. Program will exit
:damn:
Can it be some compatible issue here? It was this thing with TT tool
Rulle:
Prove this; open the console, you go to the folder where you have dowload Pack3d.jar and then you put this command:
javaw Pack3D
or
extract all the files of Pack3D.jar in a folder and put the command:
javaw Pack3Dw
Can you select a program to open a file? If you find this javaw.exe and your problems go away. This program works in Linux, Mac or any other SO.
Cheers
UBOAT234
11-06-05, 04:55 AM
Hi,
iambecomelife wrote:
Even with the latest versions I get the texture inversion problem. I experimented by trying to import a ship's hull into pack3d without making any changes to it at all. Sure enough, the deck texture was used as the hull texture even though nothing had changed. I am starting to think that the process itself, and not any 3d changes made to a hull, are what causes it. Also, I make sure not to change textures in Wings3d, and I always keep the material names the same. However, nothing seems to make a difference. Is there any way to reverse what Pack3d does to textures, so that it displays the hull skin on the hull and deck skin on the deck?
I have try with export of pack3d, and the first obj is linked with file *.mtl.
Conserve this file and edit by hand with material and try with this.
Every software for 3d editing, compiles file *.mtl with ids for material, in this case, material is *.tga file.
Is possible cause of your wrong situation.
I have tried many combinations and modifications of file *.mtl and obj.
In end i have found just solution. (much time and hard work) :damn: :up:
Bye
UBOAT234
UBOAT234
11-06-05, 05:11 AM
Hi sansal,
Is possible cause of situation of rulle34, the java software corrupt?
... I have got the same condition: I have uninstall java from control panel and then reboot the system, in end install java again.
You can try...
work work work :up:
Bye
UBOAT234
Seeadler
11-06-05, 07:41 AM
A tiny problem, so far in all versions :cool:
1. open the \data\env\SkyColors_Atl.dat
2. open the texture tree item
3. you can see only one texture "Sky_atl1.tga" but there is another in the dat file, the "reflex_atlantic.tga"
4. hit export all
In the 3d folder are now two files the "Sky_atl1.tga" and "unknow_Label_1"
unknow_Label_1 is the reflex_atlantic.tga.I can rename it to a tga file and it works like a tga file, so it was correctly exported but wrong named. ;)
UBOAT234
11-06-05, 09:11 AM
Sometimes i have this problem too, but the problem was in the 3d editor. It changes the names of the materials, or it include more names. Other times i was working with materials (tga) that they no was in the .dat
You must be sure of:
1.- The tga are the same in the 3d editor and .dat . If you want news skins you need import them first, after this you can import the new 3d
2.- If the import don't work well then edit the file.mtl and you revise the number, names of the materials and tga inside it.
Pack3D need that the names of the .tga in mtl are exactly the same that there are in .dat in other case they put a previous material. I don't see other procedure to work with textures.
Tomorrow i upload some screens of my work.
Cheers,
We wait for your screens, of your Great Work!
...with anxiety and trepidation...
(I have for try, building one collection of temp, clone, file dat, and folders...)
Good work! :sunny: :up:
(i have a question: is possible move the smoke exits with and were is the tube?)
Best Regards
UBOAT234
iambecomelife
11-06-05, 12:22 PM
OK, let m see if I understand. You are saying that I should:
1. Export all in Pack3d,
2. Save the MTL file right away somewhere else
3. Edit the model in Wings3d
4. Use the MTL I saved in step#2, instead of the one that Wings3d created
5. Try to import with the original MTL?
iambecomelife
11-06-05, 02:53 PM
More bad news - Now, with the NKGN model, Pack3d leaves the entire hull blank - I can't even get a texture for it. I have no idea what's going on, especially since it worked before. Maybe java got corrupted on my machine...
More bad news - Now, with the NKGN model, Pack3d leaves the entire hull blank - I can't even get a texture for it. I have no idea what's going on, especially since it worked before. Maybe java got corrupted on my machine...
Ok....i'm working on this i have a dream this night :)
martes86
11-06-05, 04:35 PM
Post stickied. Some guys are very right when they say this thread is quite important. ;)
Sometimes i have this problem too, but the problem was in the 3d editor. It changes the names of the materials, or it include more names. Other times i was working with materials (tga) that they no was in the .dat
You must be sure of:
1.- The tga are the same in the 3d editor and .dat . If you want news skins you need import them first, after this you can import the new 3d
2.- If the import don't work well then edit the file.mtl and you revise the number, names of the materials and tga inside it.
Pack3D need that the names of the .tga in mtl are exactly the same that there are in .dat in other case they put a previous material. I don't see other procedure to work with textures.
Tomorrow i upload some screens of my work.
Cheers,
We wait for your screens, of your Great Work!
...with anxiety and trepidation...
(I have for try, building one collection of temp, clone, file dat, and folders...)
Good work! :sunny: :up:
(i have a question: is possible move the smoke exits with and were is the tube?)
Best Regards
UBOAT234
The type XIV (not ready for a problem with the propelers anymation)
http://i3.photobucket.com/albums/y72/sansal/71badaf8.jpg
http://i3.photobucket.com/albums/y72/sansal/79b3d15d.jpg
http://i3.photobucket.com/albums/y72/sansal/1205228c.jpg
http://i3.photobucket.com/albums/y72/sansal/face3c8b.jpg
Sansal,
Just waiting. Patiently waiting for the type XIV! :D
Great work!
Rubini.
martes86
11-06-05, 06:13 PM
:o ¡Hala! :D :D :D
Marhkimov
11-07-05, 12:21 AM
WOW!!! THat is a big boat!!! :o
Make it human playable!!! HAHAHA! ;)
Kpt. Lehmann
11-07-05, 01:54 AM
:o :o :o
ummmm WOW!!!
Sansal - one word - NICE.
:up:
UBOAT234
11-08-05, 12:59 PM
oooooh... yes!
GREAT SANSAL
UBOAT234 :up: :sunny: :up: :sunny:
iambecomelife
11-08-05, 07:04 PM
Great job, Sansal. :up: The model is excellent, and the skin really seems to suit it well. Is it based on a default skin, or is it entirely new?
Great job, Sansal. :up: The model is excellent, and the skin really seems to suit it well. Is it based on a default skin, or is it entirely new?
It's the default skin but i need to remap all. When we change the 3d the vm cange with it and we need to remap the textures.
It's a type IX reworked and insert in a PtBoat's .dat definitions for milk-cow porpouses. Not playable. It's my testingsboat :D
Cheers,
snowsub
11-08-05, 09:14 PM
@Sansal
Are you using the most current version of Pack3D?
Cause I'm getting texture problems when i try and stretch the hull of the ship I'm currently modding
@Sansal
Are you using the most current version of Pack3D?
Cause I'm getting texture problems when i try and stretch the hull of the ship I'm currently modding
Yes i'm using this version. I know the problem with the texturing and now i'm now working with this. But is possible to do a correct importation if you revise the .mtl of your new 3d.
Cheers,
UBOAT234
11-10-05, 09:06 AM
Hi sansal,
How to change value in *.zon file?
Is possible open file with some application? and edit-map-damage zone?
Only with hex?
Thanks
:up:
UBOAT234
Hi sansal,
How to change value in *.zon file?
Is possible open file with some application? and edit-map-damage zone?
Only with hex?
Thanks
:up:
UBOAT234
I think that's the million-dollar-question!
Nevertheless, great work Sansal! You're da man!
Gibs, do you still have probs with the normals in Max? I have no probs any more by simply adding a normal modifier to the mesh! (don't select "Unify" in the importer or in the modifier!)
Type941
11-10-05, 05:07 PM
I can't believe the Milch cow was THAT fat!
sergbuto
11-10-05, 05:30 PM
Yes, Type XIV was fat in reality. On the other hand Type XIV had the same length as Type VIIC boats.
Maybe it is due to some angle on the screenshot above but the new Type XIV model looks to be longer than TypeVII.
In this photos the tipe XIV seems more large
http://www.cyberasso.de/uboot/images/Milchkuh_und_VII_C_in_der_Schleuse_jpg.jpg
http://www.lexikon-der-wehrmacht.de/Waffen/Bilderseiten/UBoote/U459.htm
Cheers,
chris911
11-12-05, 01:28 PM
Can t open the java appl cause i have the same problem as rulle34 always i want to open pack 3d the programm tells me that it couldn t find the main class does anyone know how to solve this ? also when i downloaded Pack 3D it was not a .jar but instead a .zip maybe that is causing the trouble . Need really help with this. other thing is that the progamm is running without any problems on my MAC. maybe that is an issue of win XP or Service Pack 2 ?
Can t open the java appl cause i have the same problem as rulle34 always i want to open pack 3d the programm tells me that it couldn t find the main class does anyone know how to solve this ? also when i downloaded Pack 3D it was not a .jar but instead a .zip maybe that is causing the trouble . Need really help with this. other thing is that the progamm is running without any problems on my MAC. maybe that is an issue of win XP or Service Pack 2 ?
The problem is in your unpack program (winzip, winrar, etc). The extension.jar, have a relation with your unpacker. When you do a double click on a .jar this action open the unpacker, not the javaw.exe what is the correct action.
You can change this relations with a register editor or selecting "Open with.." and select javaw.exe or java.exe.
Cheers,
Hi sansal,
How to change value in *.zon file?
Is possible open file with some application? and edit-map-damage zone?
Only with hex?
Thanks
:up:
UBOAT234
This version can't do this. But you can do with a hexeditor.
In the root tree you can see the position of the chunk (a type 6) in the file, and then go to this zone with the comand "Go to". The valour of this property are, ever, after the name of the property.
If the valour are 01 (it's a boolean; true ), you can change it to 00 (false).
The most normal valours are floats (4 bytes; 02.0B.00.00) you can change this valour to the number you like it.
In some cases the valour have more than 4 bytes and i don't understand jet. If anbybody can say me anything about this.....this is the one million dolar question :shifty: In this cases Pack3d print all bytes.
The 4 bytes before the label is the size of this property or the group of propeties. If you change a label then you need change this valour and the valour of the group.
Sorry my english :oops: (If you can´t understand me. Say me and then i call my oficial translator)
Cheers,
martes86
11-13-05, 04:18 PM
Sorry my english :oops: (If you can´t understand me. Say me and then i call my oficial translator)
Just say the word, comrade. :P :P :P :D
UBOAT234
11-14-05, 11:44 AM
Hi Sansal,
...But your english...
your English is better of mine... :up:
you are the best! :sunny:
thanks and Good Work! :up:
Best Regards
UBOAT234
strelnikov
11-14-05, 03:55 PM
Sansal-->
WOW !!!! IT IS A VERY NICE TOOL !!!! BIG THANKS !!! :sunny: :sunny: :sunny:
UBOAT234
11-18-05, 06:04 AM
Hi sanasal,
Have news in develop pack3d?
...it would be beautifulst a version of Pakc3d with analisys of connection with other file... a dream of soft... relation with function and possibility of visual changes in work progress...
Dont think a collaboration with timetraveller?...
in this era of interchanges of data is very fast and the success is garanted... (my thoughts ...)
Best Regards
UBOAT234 :up:
Hi sanasal,
Have news in develop pack3d?
...it would be beautifulst a version of Pakc3d with analisys of connection with other file... a dream of soft... relation with function and possibility of visual changes in work progress...
Dont think a collaboration with timetraveller?...
in this era of interchanges of data is very fast and the success is garanted... (my thoughts ...)
Best Regards
UBOAT234 :up:
Hi Uboat:
Collaboration with timetraveller?
I don't understand you.
Is Timetraveller a program or a 3d format? If is a 3d fomat or a program that works with a especial 3d format. Make a conversion will be hard and there are free programs that do it yet. SHIII original 3d data are like .obj with a little modification.
About the relations withing files. It will be when i will tested all files in sh3 folders ( :-? ). There are some properties that need especials procedures. With the last version gun.dat don't work now. This is fixed now and the problems with textures....sorry but i can't upload yerterday and now i'm in a bussines travel. The friday i will can upload this version.
Cheers,
strelnikov
11-23-05, 09:02 PM
Sansal -->
sorry for problem but do you how to add new nationality flags to files called "flag.dat" and "flags.dat"?
martes86
11-24-05, 09:39 AM
Collaboration with timetraveller?
I don't understand you.
Is Timetraveller a program or a 3d format? If is a 3d fomat or a program that works with a especial 3d format. Make a conversion will be hard and there are free programs that do it yet. SHIII original 3d data are like .obj with a little modification.
:lol: :lol: :lol: :lol: :lol: :lol: :lol:
No hombre, Timetraveller es un muchachote que ha hecho varias herramientas para modificar cosas del SH3. :D
UBOAT234
11-25-05, 05:35 AM
Timetraveller...
click here:
http://www.delraydepot.com/tt/sh3sdk.htm
Bye
Sansal -->
sorry for problem but do you how to add new nationality flags to files called "flag.dat" and "flags.dat"?
Sergbuto is the master for this job. This was one of the first mod for this game.
With Pact3D you can change the flag and his 3d but you can't insert a new country.
Cheers,
strelnikov
11-26-05, 04:25 PM
Sansal-->
thanks for info! I am under conversation with Sergbuto.
BTW - BIG THANKS FOR YOUR ALL MODS/TOOLS!!! As I understand - you have already assured work in UBI_Soft ;)))))) Thanks again and all the best!
The last version uploaded
http://24flotilla.gamab.net/pack3d/Pack3D.jar
Changed the procedures for textures works. Now works with .tga names not with the materials names.
Fixed some bugs with properties. I need feedback about what files don't work with Pack3d. Thanks.
Cheers,
iambecomelife
11-27-05, 01:44 PM
Thanks! Hopefully the textures will be recognized better now...
Thanks good tool!
Although I am doing the challenge which adds a new ship, a display become unusual if DAT is updated.
Does this have my bad way? Or is it the bug of PACK3D?
This problem was not generated when it tested based on "Armed Trawler", but the problem was generated when it tested based on "Somers Destroyer." :-?
My way(exsample:somers destoyer)
1. - Copy all files of the somers destoyer in a new folder.
2. - Rename files with the same name as the new folder. And change the classname in the file .cfg.
3. - Copy Pack3D to this folder, and run Pack3D.
4. - Press "get dat" button, and select new_ship_name.dat file.
5. - Press "clone" button.
6. - Add new_ship.cfg in the "roster" folder, and add new_ship in the Englishnames.cfg.
7. - Run SH3 and check Museum---OK.
8. - Run Pack3D and get new_ship_name.dat.
9. - exsample) Change "Z-coordinates" in cfg#FLG_NDD_Somers, and press "Done" button.
10.- Run SH3 and check Museum---Problem generating.
This problem was generated also in the following procedure.
8. - Run Pack3D and get new_ship_name.dat.
9. - Press "Export all" button. --- The "3D" folder, the ".obj" files, etc are made.
10.- Press "Import" button, and select .obj.
(While .obj file to which it was outputted has been original, I have not changed contents.)
11.- Run SH3 and check Museum---Problem generating.
A picture is a thing when changing the position of a flag.
Back armaments disappear and a barrel only looks small.
http://img224.imageshack.us/img224/425/fsscr0118pv.th.jpg (http://img224.imageshack.us/my.php?image=fsscr0118pv.jpg)
Please help me.
Thanks good tool!
Although I am doing the challenge which adds a new ship, a display become unusual if DAT is updated.
Does this have my bad way? Or is it the bug of PACK3D?
....
Please help me.
Hi Chomu:
Good test and report . This seems a bug of Pack3d, i will see it this sunday and the next week but This new ship works fine in a mission?
Many thanks,
Thank you for the quick reply.
The buried rear gun turret operates.
However, it reaches the target at sea immediately after discharge.
(as if it discharged underwater) :o
http://img181.imageshack.us/img181/3738/pack3dtest010hg.th.jpg (http://img181.imageshack.us/my.php?image=pack3dtest010hg.jpg)
Since how to make I may be wrong, a trial-and-error method is applied further. (Try on another ship, etc.)
I cloned a unit successfully, and renamed all the necessary files. I then expanded the dat file to get the .obj files. I edited an obj file and saved it. Now I'm stomped. How do I get the original .dat updated to incorporate my changes to the .obj file? Could someone please help?
MLF
Messervy
12-10-05, 01:39 PM
Hello!
I am working with Rhinoceros (begginer really).
Is there someone who could point me in the right direction on how to change the model in Rhino?
THX!
Seeadler
12-10-05, 04:28 PM
Hello!
I am working with Rhinoceros (begginer really).
try a web search for an OBJ Import/Export plugin for Rhino
Messervy
12-11-05, 02:17 AM
O.K.
I took an Auxilliary Cruiser and changed it a little bit. ( just a sketch really)
If I understand correctly one must now figure out how to place the textures, assign the damage zones, make additional files which include the demage model, pack it back and do a zilion of other thing before (IF) the thing can be used.
I am sorry but I think I am not of the right caliber for this ( hopefully not yet). :o
Anyway thanks for the help. :up:
http://img.photobucket.com/albums/v675/Messervy/Shiptest.jpg
UBOAT234
12-12-05, 07:09 AM
Hi sansal,
What you prefer like program 3d?
Best Regards
UBOAT234 :up:
johnfriesen77
12-23-05, 04:49 PM
This is a great tooll .. I am finding it easy to learn .. BUT
I can add a new funnel or move a funnel.. but how do I add a new funnel AND new smoke also?
Does it have something to do with adding a new mtl file?
thanks!
Hi Sansal,
I have a problem opening Sub dat files. I get the error "Negative Array Size Exception". The weird thing is I only get this error when I try to open a submarine dat file, all other dat files work fine. The dat files in question are the original SHIII submarine dat files (SHIII 1.4b).
With the tool Datconvert I can open these files and export whatever I like.
Any idea?
Greets
Xiskio
UPDATE
======
It works with the class II uboots but definitely not with the class VII.
In between I also tried with SHIII version 1 but to no avail.
Is this a known issue?
Any help or suggestions?
iambecomelife
12-31-05, 01:25 AM
Hi, Sansal. I was wondering if the problems with deck textures and weapons nodes can be solved yet?
1. Right now, the game still uses the hull skin as the deck texture.
2. Also, the weapons on many ships point backwards. Guns near the back of the ship are upside-down and face the wrong way after importing the hull with pack3d.
3. The flags are upside-down.
!http://i33.photobucket.com/albums/d54/iambecomelife/Beav2.jpg
Other than that, the program is working flawlessly. Great work :D
Turbo78
01-02-06, 02:00 AM
following Chomu's steps by the letter, I'm still unable to view my mod in Step 7 "Museum"
renamed all files to match folder name
edited english.cfg and german.cfg to reflect class name
updated roster folder with new .cfg and reflect new class
cloned and exported in patch3D
I've double check to verify all the class names match, yet I'm unable to see my new class in the Museum. Any help would be greatly appreciated.
Remember this !
Cdre Gibs PM'ed me a fix for the upside-down flags. In his words:
The Flag is not the only thing that will be upside down, Check the ship on a later date when its armed, U will find that any gun mount thats astern of amidships is now most likely also upside down.
There is now way to stop this in Pack3d, but all is not lost. The fix is a simple Hexedit
Ok, Open the ORIGINAL ship data file in your Hex editor, do a 32bit Float search for this value : 3.1415925. This will highlight several enteries. Goto the cfg.Flag entery and above it u will see a 32 bit float value as above. The very last 1 before the text cfg.flag is the 1 u are after, With left mouse button click and drag over this value, right click, copy. DONT CLOSE the dat file, now open your Modded ship and do a text string search for cfg. goto the cfg.flag. U should now have 2 dat files open in ur hex editor. Compare the 2 cfg.flag enteries, in ur modded ship u will see that the 32bit float entery : 3.1415925 in the last instance in the original ship dat file is missing from ur modded ship dat file. Locate the 32bit float value in ur modded dat file ( value will be 0 ) and select the float value and right click paste. Flag now right way up.
Its the same 32bit float value IF you have any gun mounts upside down, also its the last instance of said gun mount. Every item thats placed on a ships hull has in total 6 required values for its possy. 3 for XYZ as per norm plus 3 for its rotation bundle also in XYZ format but from left to right its X. Z. Y. Always remember that Y and Z are swaped around.
Happy New Year
maybe easier, load .dat in pack3d, goto non3d nodes, select the cfg#fls_shipname, change the xy from 3.1415925 to 0 and the xz from 0 to 3.1415925
this also works for gunmounts etc
cheers
Noline
Turbo78
01-02-06, 05:31 PM
I noticed this question has been asked a few times but has not been answered, when importing the .obj file the following message occurs:
java.lang.NumberFormatException: For input string ""
the .MTL file has been created via Wings3D
close pack3d and try again turbo if that doesnt help, your .obj probably has some problems
cheers
NoLine
Turbo78
01-03-06, 04:11 PM
Found it seemed to be an issue with the Wings3d, 3DS Max works fine. I'm still having issues with it wanting to keep the original .tga texture. After some searching, it looks like the hex editor will get a workout with this one.
Working on implementing a new aircraft ;)
Marhkimov
01-12-06, 12:21 AM
Biologicals?
you mean fishies? :hmm:
kapitan_zur_see
01-16-06, 07:29 PM
Hi Sensal!
First of all, many thanks for your tool!
It works perfectly for me with most of boats dat files but...
I'm willing to work on remodeling all or at least one of the sub's interior from scratch. They have their own dat files but it seems they are not "recognized" by your tool, i always get something like "negative array size exception" or alike.Same with uboats tower for example... However, they are actually working with DATnavigator meaning i'm abble to open every dat files and extract 3D data to .obj files.
But this won't help me at all since this tool do not give the possibility to import 3ds meshes back into dat files as your tool do.
Since interior dat are some of the biggest dat files, you have to wait for some 15-30 minutes before datnavigator actually analyze them, it seems same for your tool except after waiting same amount of time (in fact until pack3d or datnavigator is actually responding again and not freezing anymore) it actually respond back but shows absolutely nothing as if you didn't ever pick a dat file to load...
Have you or someone any explanations or directions as to what i should do?
(i just don't understand why some people can import/export some subs meshes while other can't...!)
many thanks
iambecomelife
01-17-06, 11:01 PM
Remember this !
Cdre Gibs PM'ed me a fix for the upside-down flags. In his words:
The Flag is not the only thing that will be upside down, Check the ship on a later date when its armed, U will find that any gun mount thats astern of amidships is now most likely also upside down.
There is now way to stop this in Pack3d, but all is not lost. The fix is a simple Hexedit
Ok, Open the ORIGINAL ship data file in your Hex editor, do a 32bit Float search for this value : 3.1415925. This will highlight several enteries. Goto the cfg.Flag entery and above it u will see a 32 bit float value as above. The very last 1 before the text cfg.flag is the 1 u are after, With left mouse button click and drag over this value, right click, copy. DONT CLOSE the dat file, now open your Modded ship and do a text string search for cfg. goto the cfg.flag. U should now have 2 dat files open in ur hex editor. Compare the 2 cfg.flag enteries, in ur modded ship u will see that the 32bit float entery : 3.1415925 in the last instance in the original ship dat file is missing from ur modded ship dat file. Locate the 32bit float value in ur modded dat file ( value will be 0 ) and select the float value and right click paste. Flag now right way up.
Its the same 32bit float value IF you have any gun mounts upside down, also its the last instance of said gun mount. Every item thats placed on a ships hull has in total 6 required values for its possy. 3 for XYZ as per norm plus 3 for its rotation bundle also in XYZ format but from left to right its X. Z. Y. Always remember that Y and Z are swaped around.
Happy New Year
maybe easier, load .dat in pack3d, goto non3d nodes, select the cfg#fls_shipname, change the xy from 3.1415925 to 0 and the xz from 0 to 3.1415925
this also works for gunmounts etc
cheers
Noline
Thanks, NoLine & Cdre Gibs.
@Cdre Gibs: I think someone said you could simulate sea creatures by taking a ship model, designating it "environmental", and making the necessary 3d model changes. Do you know if that's feasible? I can't wait to see some sharks & whales... :hmm:
I think someone said you could simulate sea creatures by taking a ship model, designating it "environmental", and making the necessary 3d model changes. Do you know if that's feasible? I can't wait to see some sharks & whales...
i think we would get whales with shipwakes and engine sounds :-j
Marhkimov
01-18-06, 07:22 AM
i think we would get whales with shipwakes and engine sounds :-j
You could possibly change the hex code to allow for new sounds.
Or at least alter them to take on less "intrusive" sounds.
if you could, making a whale isnt that hard, me thinks :hmm:
Noline
kapitan_zur_see
01-18-06, 08:29 AM
no one can help me? (see my msg before)
sergbuto
01-18-06, 08:46 AM
no one can help me? (see my msg before)
Try older version of pack3d. Some of them might be able to read and import into files you mentioned.
kapitan_zur_see
01-25-06, 08:18 AM
where to find them, since it seems that the maker of the pack3d overwrite his only links to the file with newer version over older?
HanSolo78
01-28-06, 09:11 AM
hi!
a member of the german community has a small problem.
the obj.files contain 2 texture skins and if he wants to save the obj.file with C4D the programm changes something and only 1 texture file remain after saving.
does anybody have some tips how to change that?
booger2005
02-04-06, 08:49 PM
Ok, I'm really confused about how to use this program. I want to change the 3d model of an existing ship a little bit. So I copied the folder of that ship into the wings 3d folder. Then, I used pack 3d to get the dat file, and export all to add a 3d folder with obj files in it. Then, I make the changes I want and exported them back to the respective obj files. So now how do I get the new contents of the 3d folder into the dat file. Is it clone or import?
iambecomelife
02-04-06, 09:01 PM
Ok, I'm really confused about how to use this program. I want to change the 3d model of an existing ship a little bit. So I copied the folder of that ship into the wings 3d folder. Then, I used pack 3d to get the dat file, and export all to add a 3d folder with obj files in it. Then, I make the changes I want and exported them back to the respective obj files. So now how do I get the new contents of the 3d folder into the dat file. Is it clone or import?
You import them in. Also, you need to use the "clone" function so that the ship gets its own unique ID - otherwise there will be crashes if it appears simultaneously with its parent unit.
Indeed great tool. Thanks.
My version 41105 of tool does not work, though.
However, the previous version - does, so I guess I have no reason to complain. Only out of curiosity: what is that 41105 version of Pack3D and whats different here?
Günter Hessler
02-15-06, 06:27 AM
Bump
Günter Hessler
02-15-06, 11:14 AM
Hello all,
I spent an hour or so reading everything on this thread, downloading all versions listed, and a further number of days trying to use Pack3D.jar (and numerous re-visits to follow advice), for me "trying" has been the operative word. :-j
System
******
Windows 2000 Pro
4 Gig RAM
3 GHz Pentium IV
ATI X800 XT GPU
Latest JAVA runtime enviroment 1.5.0 (build 1.5.0_06-b05)
I have become adicted to playing Silent Hunter III (single player), and have been using 3D Max R7 for 5 years or so; I would really like to work on re-making the type VII C to the best that I can (within reasonable gameplay fps limits) based on historical detail. (If I manage to import and export successfully, I will host the finished mesh for anyone who is interested).
Has anyone using Win 2000 (or other OS) got to grips with Pack3D.jar (un-packing and re-packing) ?
Any advice would truly be appreciated. :up:
Best regards,
Günter
KarlSteiner
02-17-06, 07:47 AM
Hi,
what about sansal?
Best regards
Karl
kapitan_zur_see
02-17-06, 08:44 AM
Hi ,could someone with older versions of pack3d (prior to 1.051121) sent me a message? i need to test on older versions to see if i can actually extract obj files out of interior dat files to make new interiors
2 Kapitan_zur_see.
Link: http://24flotilla.gamab.net/pack3d/Pack3D.jar
Old version inside!
Anvart :up:
kapitan_zur_see
02-19-06, 02:16 PM
well, thanks for your help ;) , but this link points to pack3d 1.051121 wich i already used and with wich i have those problems. 1.051121 is the most up to date version as far as i know anyway. it's slightly prior versions that i want to test. This link is Sansal's one and he overwrite the only pack3d file every new version.
UBOAT234
02-20-06, 12:02 PM
2 Kapitan_zur_see.
Link: http://24flotilla.gamab.net/pack3d/Pack3D.jar
Old version inside!
Anvart :up:
Download this:
http://rapidshare.de/files/13718625/P3dAllVersion.rar.html
I think are all the old version of Pack 3d. Great tool! :up:
But... were is Sansal?...?
2 Kapitan_zur_see.
I talk "Old version inside". DL Pack3D.jar, open by WinRar,
u see 2 folders "Version_1" and "41105".
In "Version_1" - wanted version. Extract by WinRar & enjoy.
It work with turmxxx.dat, NSS_Typexxx.dat, DLF.dat etc.
In "41105" - more new version.
Sorry my english.
Anvart :damn:
p.s. Thnx 2 Uboat234
kapitan_zur_see
02-22-06, 03:29 PM
thanks a lot friends :up:
It finally worked!! i can now work on some new interiors but man, it sure seems far more complicated than i thought it would...
many different 3d obj files instead of at least the room mesh in a single file. That normals flipped in some part and curiously not
in other, and texture that don't match everypart of the meshes...
Still, i'm gonna make a try
You import them in. Also, you need to use the "clone" function so that the ship gets its own unique ID - otherwise there will be crashes if it appears simultaneously with its parent unit.
I's there a way to import all objects at once, It's rather redious, and susceptible to errors doing it one at a time...
Ref
Sansal!!!
Where you?
We have become bored on you!
Anvart :rock:
Sansal, if you're still are there please PM me.
UBOAT234
03-21-06, 11:14 AM
Sansal...
Help! :cry:
UBOAT234
03-22-06, 09:32 PM
Bump...
I haven't done a lot of forum reading on the topic but have you guys tried the Chessmaster DAT converter/reader? I am not sure if it has a file size limit but so far I've been able to open a lot of files in SH3. It also looks like it has a .tga to dat converter built into it. I just DLed it a couple of days ago and sorry I don't have the link. Maybe search the net for it or try LOMAC (Lock on Modern Air Combat) forums and search the mod forums for Chessmaster. Seems the LOMAC guys like to mod skins too!
The utility was obviously built for Chessmaster but its DAT coverter seems to work with any game. The install notes warn that the utility won't run if its not installed in Chessmaster. Seems this isn't true as I'm running it without CM. Anyway may be worth a try, the proggy is tiny, free and from the little I've used it, seems to work bug-free.
UBOAT234
03-22-06, 09:40 PM
Go to this link:
Timetraveller have a utility for extract tga file. and many other for tweek file...
http://www.delraydepot.com/tt/sh3.htm
UBOAT234
Installed the latest version from java.com and after exiting pack3d the whole system freeze. Can anyone help?
UBOAT234
04-08-06, 09:29 AM
Hi,
Is possible but:
Try, uninstall new java and install old...
If you do not find, old java, reply here.
http://24flotilla.gamab.net/pack3d/Pack3D.jar
Here all version of Pack3d:
http://rapidshare.de/files/13718625/P3dAllVersion.rar.html
Here very old version of Pack3d:
http://files.filefront.com/OldSCP3Drar/;4966928;;/fileinfo.html
BEST REGARDS
UBOAT234
Tried an older java version with the same result.
I experienced no problems at all before installing java, only after it but it seems to be a driver issue:
http://support.microsoft.com/default.aspx?scid=kb;EN-US;q293078
UBOAT234
04-10-06, 01:56 AM
Hi.
this message appear when you run Pack3d?
STOP 0x000000EA THREAD_STUCK_IN_DEVICE_DRIVER
If this appear is another problem, is not Java.
However I have installed the last version of Java, in order to try I have installed it in two PC, and Pack3d work.
Yes right after exiting Pack3d the system freezes and one or two minutes later I get the blue screen.
The same thing happens if I visit a website which uses Java like Pack3d and even if I uninstall Java.
Without Java installed or accessed everything was/is okay, so it must be something between Java and the video driver.
UBOAT234
04-10-06, 10:31 AM
Hmmm...
I think...
Is possible a virus action!
Go here and click to: Online Scanner
http://www.bitdefender.com/it/
BEST REGARDS
UBOAT234
Warhunter
04-20-06, 10:49 AM
Iam recieving this error, when importing my model(.obj) to the dat file:
java.lang.NumberFormatExecption: Value out of range. ´Value: "32768" Radix: 10
Is there any filesize restriction for the model?
A few days before the import works without any error, but the filesize of the obj file was smaller.
Please help, I want to finish my ship.
Cdre Gibs
04-20-06, 10:59 AM
IIRC there is a limit to what the game can handle as far as polys of a model are as well as Pack3D's ability to pack it.
As always "Less is more" when it comes to doing any model for a game. By that I mean the less complex your model is (polys) the more models that can be rendered at 1 time in game with minumal impact on game performance. Now I can only take a wild guess here that atm your poly count is rather high, if so try to use optermization or multires to reduce the poly count and try again to pack it. Remember not every detail on a model needs to be done via the actual model, let a good skin take care of as much as possible to help reduce the poly count.
Warhunter
04-20-06, 11:15 AM
My model isn't overpolyed. Filesize of the obj is 3,1 MB(15000 polys).
Yesterday the import works with obj filesize of 2,8 MB. A few minutes ago, I removed all superstructural parts(polycount now: 9500 / filesize 2,2 MB) The error is nearly the same: java.lang.NumberFormatExecption: Value out of range. ´Value: "33008" Radix: 10
Warhunter
04-20-06, 11:27 AM
hm, wierd...
Now I tried to import only the hull of the ship(1100 polys), and same error.
When I try to import a yesterday's version it works(19000polys [including turrets, cranes, radar, funnel, masts for testing]).
maybe just a error of my 3d software, I will try another obj export operation.
hm, wierd...
Now I tried to import only the hull of the ship(1100 polys), and same error.
When I try to import a yesterday's version it works(19000polys [including turrets, cranes, radar, funnel, masts for testing]).
maybe just a error of my 3d software, I will try another obj export operation.
Try opening the obj file with a text editor and search for the wrong number to check if it's a value in one of the vertex or faces.
Ref
Warhunter
04-20-06, 12:48 PM
thx, for the info. I will test it.
http://img501.imageshack.us/img501/8790/wip78b8ml.th.jpg (http://img501.imageshack.us/my.php?image=wip78b8ml.jpg)
I got the same message while trying to import a 3D model I tried to create with AC3D (I´m really a noob with all this). However by good old try-and-error testing I found out, that it was due to an "open" model with one or more missing sides.
To give you an example (not sure if it would happen, just for better understanding as I´m not good with explanations):
If I create an normal cube with six sides and want to import it, I have no problems, but if I´m deleting one of the sides in AC3D, creating an "open" cube, every time I try to import it, I get the error message. Above all this happened after I altered the hull of my ship more than once, accidentally deleting or moving a single surface, so the model became "open".
Note: Bodies with overlapping(?) surfaces don`t need to be "closed", as long as their "open" sides are within the body of another part/body (for example the superstructure and the hull of a ship).
Maybe you had the same problem and that is why it worked with your complete model (including turrets, cranes, ...), but not with your current model?
(All of this just in case it is easier to find problems with 3D programms rather than by text editors (lika I said, I´m a complete noob...)
But beside this:
Great looking model!!! I hope you can finish it soon!
Edit: The same error seems to appear if two (parallel oriented) surfaces are too close to each other.
andrSub
04-25-06, 06:31 AM
I have found one blip in the camera during gameplay.
When I switch to the ship camera, (not free camera) The point from which the camera rotates is on the stern! :hmm:
Which happens for every ship, including the sub while submerged.
When I rotate it, it stops when It touches the side of the sub. But I can still pass beneath and above it though.
And more oddly, it doesn't happen all the time! It randomly happens for a seesion of the game.
kiwi_2005
06-14-06, 08:06 PM
Wow this is great! Another reason why i should try mod my own skins etc.,
Downloading!:rock:
i have been trying to assertain wether my modelling program can export correctly for use by Pack 3d it's an old copy of Cinema 4D
(conning towers are the thing i would like to model..)
it imports/exports the obj file with no problems and Pack 3D accepts the importing of the modded obj file with no errors---but when i go into the game there is obviously something wrong--
http://www.ebort2.co.uk/files/edit1.jpg
this is with a modified
Turm2D_2_conning ext_high
imported with out errors back into the conning tower dat
strangely the same thing exactly happens if i just export then import the stock section of the file back into the dat..
this stuff can be tricky --am i missing a step?
i notice the name for the section is
Turm2D_2_conning ext_high
this has a space between conning and ext is this the issue?
upside down and invisible
EDIT--
yikes....doesn't matter what i do edit or change ---if i so much as touch even the entrys in the non 3d sections or the cfg etc---the above screen shot is what i get as a result--
now i'm puzzled--
i found one of the older versions of the program (thanks guys!!!) linked in the thread and version one works!!
i can't seem to get any luck at all editing the external conning tower model file (allways comes out invisible and usually again upside down lol) but the internal one seems to take the editing fine--
so i've done a bit of very tentative "vertex pushing" to the type IID2 conning tower to see if i could (for a laugh) come up with some thing vaguely British--havent added anything just moved the vertexs to reshape the odd part or two--quite difficult to work with--dont want to add a new part as the grouping of everything at the end to export might blow the gaff but will try it later on
anyhuw thuoght i'd up date my post with a bit of good news and a small screenie---nice one sensai:up:
http://www.ebort2.co.uk/files/edit2.jpg
wish i could do the same with the external conning model file tho--that one would be a pices of cake--:oops:
:hmm: getting better---lost the dang texture some how but hopefully will figure that out as i go along--
http://www.ebort2.co.uk/files/edit3.jpg
if i can get to grips with it might be worth the effort of making a full on british conning tower mod---(not so worried about the hull)
bigboywooly
06-26-06, 03:09 PM
With my limited use of 3d programs I believe you have to import the texture when you import the object into the program
Dont know if thats any help to you
With my limited use of 3d programs I believe you have to import the texture when you import the object into the program
Dont know if thats any help to you
yup understand---problem is mapping the texture onto the new model file in a way that works for the import back into the game--mind you i hate textures allways have--love modelling hate textures--
anyhuw heres "H.M.S Badly Textured" heading out for her first patrol--everything works but boy is it ugly--:lol:
http://www.ebort2.co.uk/files/edit4.jpg
lurker_hlb3
10-10-06, 07:54 PM
I've tried to uses this tool, but when i selected "clone" all it tells me is "This file can't be cloned". ??? What I'm I doing wrong
VonHelsching
10-11-06, 03:34 AM
Lurker,
PM me to remind me (I´m at work now to send you all the versions (about 4-5 of them). One of them should work.
Von
lurker_hlb3
10-11-06, 06:56 AM
thanks i have tried all of them with no luck
bigboywooly
10-11-06, 11:11 AM
What are you trying to clone Lurker ?
lurker_hlb3
10-11-06, 06:54 PM
Ok I've solved my problem, the ship I was trying was a russian subchaser aka "smallhunter". Was able to clone other units with out issue.
latemail
10-20-06, 09:02 PM
Hi to all Mod-Experts,
I´am new in the business and download all old version, but no one give me the possibility to SAVE my work .... no DONE-Button availible !!
where can I get the latest version (I have 1.051121)?
or do I miss something concerning SAVE??
U-snafu
11-12-06, 01:03 AM
Has anyone here been able to access a dat file from an aircraft with the last two versions??????
V.3 is the last one Im able to access it with. I can get the dat file for ships, guns, and crew w/ v.4 and v.5 which gives the option of changing position of objects but those two will not bring up the aircraft dat.
GerritJ9
08-21-07, 11:22 AM
Just started using this tool, but nothing seems to be happening. After clicking on "Clone" I get a message at the bottom of the programme's window "Cloning NXY_ABCDE.cam" but that is all. How long should a typical operation take?
SquareSteelBar
08-21-07, 12:20 PM
Just started using this tool, but nothing seems to be happening. After clicking on "Clone" I get a message at the bottom of the programme's window "Cloning NXY_ABCDE.cam" but that is all. How long should a typical operation take? When this message appears ["Cloning NXY_ABCDE.cam"] cloning is done.
Greeting,
SquareSteelBar
GerritJ9
08-21-07, 02:38 PM
Doesn't seem to be working.......... after process is finished (takes less than 10 seconds), nothing has been renamed in the .dat file- nor, for that matter, in the .dsd, .sim, .val or .zon files. I'm using the latest version. Any ideas on what I am doing wrong?:damn:
bigboywooly
08-21-07, 02:47 PM
Yes
It wont rename anything IN the dat\sim\dsd or whatever
You have to do that
GerritJ9
08-21-07, 02:56 PM
So I not only have to change the names of, for instance, the nodes in the .dat file, but also all the individual ID numbers?
bigboywooly
08-21-07, 04:01 PM
No
Just the names
You dont even have to do that if you dont want but you can
Just the obj names
SquareSteelBar
08-22-07, 02:59 AM
All IDs of dat, dsd, sim, val and zon files are changed by random.
Make a backup before cloning and compare to it after cloning and you'll see..
Thanks a lot for this, but it took some time to figure out how to start it.
The problem is, I have a stupid program called Nokia something installed, which assigned .jar files to itself and java doesn't allow itself to assign as the default opening program. What I did was starting it from the command line. First executing java.exe
and then using command "java -jar D:\Games\SH3\Pack3D.jar nad I got it working. :)
pontius
09-05-07, 10:12 AM
Hi all,
can someone help me with this error-message:
ArrayIndexOutOfBoundsException:1 ?
Never had this error before...
Tried all different versions of Pack3D, no luck.
Thanks,
pontius
pontius
09-08-07, 05:37 AM
°bump°
no idea, anyone? :cry:
Anti_Ship_Fella
10-30-07, 06:39 AM
i cant open the extracted OBJ files with BLENDER and/or Wings 3d
Hi all,
can someone help me with this error-message:
ArrayIndexOutOfBoundsException:1 ?
Never had this error before...
Tried all different versions of Pack3D, no luck.
Thanks,
pontius
It's due to a malformed obj file, possibly you have a reference in the faces section to a vertex or uv coord that doesn't exist.
Ref
xristoskaiti
12-16-07, 10:18 AM
it can to me say that I change Armor Level in a plane?:lol:
emaluzer
01-28-08, 01:33 PM
I have java1.06.3 installed on my pc when I click pack3d it says open with what file? I select java and it doesnt do anything. What step am I missing? I am going crazy!
The Hornet
03-01-08, 12:17 AM
Will pack3D ever be made to work with SHIV?
FloydRoses
03-08-08, 09:25 AM
This program works only with java?
I try to install java by website and offline,but the result is ever the same: Error Windows installer etc.:damn: .
I can run P3d without java?
I have WIN XP 32bit Sp2.
Can I replave this program with S3d?.
Thanks
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