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-   -   Exporting 3D models from GR2 (https://www.subsim.com/radioroom/showthread.php?t=173092)

EgoApocalypse 01-27-11 06:35 PM

Quote:

Originally Posted by Budds (Post 1584388)
While this work may not appear "Glamorous" to many Sh 5 users.......

I offer my Humble THANKS to all involved, and a special "Shout-Out" to Privateer.
This will be the Back Bone of MANY Mods to come if, or should I say when, this work is completed.
The help of Tools like this will open doors that will breath LONG life into Sh 5, with many scenerios and diversity that cannot be accomplished today.

Thank You Kind Sirs !
:salute:
Be Well.............

Secondeded..............:rock:

Madox58 01-27-11 06:51 PM

While working on the code today, I managed to adjust all the settings for the textures.
As an example?
Try changeing the Glass in an AirCraft.
There is no texture file for it.
The GR2 file controls what is rendered and I can now access/change those settings.
This also leads the way to many other settings that can be adjusted in the near future.

mookiemookie 01-27-11 08:24 PM

You deserve a beer, Jeff. If you're ever in Houston again, they're on me. :()1:

TheBeast 01-28-11 04:12 AM

GR2 Export Type VIIC
 
I exported the Typ-VIIC from SH5 and Imported to Silent 3ditor DAT file.

After editing the headers of the exported MTL and OBJ files, I was able to import the Models to Silent 3ditor.
There is a problem, no AO UV Maps so textures do not render correctly as shown in image below.
http://www.subsim.com/radioroom/pict...pictureid=3601
So far from what little testing I have done this tool has some real potential. I do not have Modeling software but I am assuming that if someone with a little modeling experiance could easily complete the AO UV Maps.

Not sure if file headers are wrong but the files can not be imported into SKWAS S3D without some minor manual edits.

I also encountered a problem when trying to animate Torpedo Doors open/close. Granted, I am new to attempting this but the Torpedo Door Root location is 0, 0, 0. This is causing problems for me when trying to animate the doors.

Madox58 01-29-11 03:31 PM

The AO UV's will be exportable in the not to distant future.
:03:
I spent this past week getting a lot of error checking in place.
Stripped the bogus path statement for textures from the mtl file output.
Stripped the characters that cause crashes on several GR2 files.
(No need to hex those out any longer)
Flipped the UV mapping so you no longer need to flip the dds texture files.
Cleaned alot of un-used code from the source.
(Like the test statments in the output files you might have seen)

The newest version has been posted for Testers.
:salute:

Madox58 01-30-11 02:24 PM

13011
 
For those interested,
http://www.mediafire.com/?7bhb47n22w6u5cx

TheBeast 01-31-11 02:38 AM

Build 13011 is much better.
I can Export then import to SKWAS S3D without editing headers now.
Side tructure texture above waterline is almost perfect.
Deck texture is almost perfect.
Hull and Saddle Tank Textures still hosed after import.
Model for NSS_Uboat7c_det01.obj had some errors. Used a freeware UVMapper to attempt fix but unable to import to S3D because vertices do not match NSS_Uboat7c_det02.obj. Not sure what is going on here.
The NSS_Uboat7c_det01/02.obj's are details such as railing, torpedo tubes and visual partition block to simulate Pressure Hull structure.

Madox58 01-31-11 07:10 AM

det01.obj and det02.obj are different objects.
Do not try to import them as an animation sequence.
What texture are you trying to use on the Hull?
Mine renders fine.

urfisch 01-31-11 12:02 PM

great stuff, privateer! i see new, playable units on the horizont...

:know:

did you try to import a new boat, by just cloning the existing? or is this method no longer possible in sh5...?



TheBeast 01-31-11 12:04 PM

I didn't try to import as animation. S3D made that assumption for reasons I don't understand as yet.

I am using the textures from the SH5 Tarnmatte (Weathered) Skin linked in my Sig below.

Anvart 01-31-11 01:05 PM

Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DExpl, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture (in SH3):
Specular (a-channel) as is ...
Bump as is ...
not adjusted.

http://img201.imageshack.us/img201/7609/decrew.jpg

Magic1111 01-31-11 01:41 PM

Quote:

Originally Posted by Anvart (Post 1587291)
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.

******Off-Topic on:*****

Hi Anvart my Friend, it´s good to hear from you ! :salute::salute::salute:

Best regards to you ! :D

*****Off-Topic off *************

Madox58 01-31-11 02:17 PM

OK, I looked at the Sub Hull.
The problem is not the export.
It's the fact that SH3/4 need a square image for textures.
512 x 512 for example.
Look at the Uboat 7 hull textures from SH5.
(And the Ship hulls stuff for that matter)
1024 x 512
The UV's are being squashed in S3D (and in Game most likely also).

I'll do some testing to see if there's an easy way to at lest partially fix
the problem when exporting.
:hmmm:

urfisch 01-31-11 04:19 PM

Quote:

Originally Posted by Anvart (Post 1587291)
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.

http://img201.imageshack.us/img201/7609/decrew.jpg

hey anvart. great work! seems, as if we might finally get new crew models in sh3?

Madox58 01-31-11 05:16 PM

Here's a quick fix of the type 7C exported.
http://i108.photobucket.com/albums/n...d_Sub_Hull.jpg

Never mind the secret stuff in the dat.
It's a test dat where I dump a lot of tests of the exporter.
:03:

I took the UV's for the bottom Hull, shrunk them and positioned them.
took the 1024 x 512 texture and made a 1024 x 1024 texture.
placed them in the dump dat and got what you see above.


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