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-   -   Smoke Node Point? Need help. (https://www.subsim.com/radioroom/showthread.php?t=90176)

AG124 03-28-06 03:22 PM

Sometimes you will get errors like that - it happens when the damage file is incorrect (I don't know how to change this, but it has affected my Coastal Tanker).

Try shooting the original two funnels - I bet that when an original one is destroyed, the new one that is a part of that .obj file will collapse too.

Unless you have replaced different objects (like unneeded vents) with the two new funnels.

UBOAT234 03-28-06 04:22 PM

Quote:

Originally Posted by AG124
Sometimes you will get errors like that - it happens when the damage file is incorrect (I don't know how to change this, but it has affected my Coastal Tanker).

Try shooting the original two funnels - I bet that when an original one is destroyed, the new one that is a part of that .obj file will collapse too.

Unless you have replaced different objects (like unneeded vents) with the two new funnels.

Yes when I shot to the position the cosh original, they go down, just where it continues to exit the smoke... :down:

and they are lost to me... :rock:

I wonder where to go to try now?

I remember that: if you modify the original obj in measure, and deformation, but do not "add" other face or obj, i the in the same obj, this works.

in the meantime I have tried this, is a new generation of hexeditor, can be useful:
http://www.hexprobe.com/hexprobe/index.htm


however thanks I will still have need...

BEST REGARDS
UBOAT234

ref 03-28-06 04:48 PM

Quote:

Originally Posted by UBOAT234
Yes when I shot to the position the cosh original, they go down, just where it continues to exit the smoke... :down:

What happens is that the objects are 'transparent' to sh3, what defines if they are solid is a box that is defined in the zon file, the box is about the same size of the object, and it's position relative to the center of it, if you replace an object with other of the same size there is no problem, but if , for example with the cosh, you move the vertices in the 3d program to reposition it instead of moving the position of the node in pack3d, you are moving it off the hit box defined in the zon file.

You should ask Teddy Bar, he's the expert in zones due to his work on NYGM mod.

Ref

UBOAT234 03-28-06 06:49 PM

...also,

in conclusion, if I have not made confusion:

-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?

And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.

Is right?

BEST REGARDS
UBOAT234

AG124 03-28-06 07:58 PM

Quote:

-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?
I've actually always found it to be the other way around - Pack3d moves my .obj's alright while my 3d program (Wings3d) moves them out of sinc with the damage zones.
Quote:

And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.
That is correct. :yep: And if you want to move the funnels, make sure you do not move the original one in your 3d program; use Pack3d. It doesn't matter how you move the new/dummy one though, as it has no damage zone anyway.

Hope this helps a bit.

UBOAT234 03-28-06 08:02 PM

Fine...

just a try, :up:

BEST REGARDS
UBOAT234

ref 03-28-06 08:32 PM

Quote:

Originally Posted by UBOAT234
...also,

in conclusion, if I have not made confusion:

-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?

And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.

Is right?

BEST REGARDS
UBOAT234

No, you must move the object within pack3d, because the hit zone position is relative to the center of the object, when you change the 3d object coordinates in pack3d you also move the hit zone, check this picture :

http://img76.imageshack.us/img76/1051/im018bx.jpg

You notice that if you move the vertex away fromt the object center , you also move them away from the hit zone that's attached to the center of the object, instead move the object and take note fo the displacement, then reposition the object in the center of the scene (coords 0,0,0) and then export it as obj, then import the object with pack3d and copy the values you take note before in maya and input them in pack 3d. also notice that if you make the size of your object diferent from the original the hit zone must be modified (.zon file), for that you must ask teddy to help you, I recommend finishing your mod first, check that everything is ok, and only then you send the object to teddy, as he's very busy with his on mods.

Ref

AG124 03-28-06 08:41 PM

Ref, what ship are you constructing there in those shots? :hmm:

ref 03-29-06 07:02 AM

I'ts a (very) beta stage of a Littorio Class battleship.

Ref

UBOAT234 03-29-06 10:44 AM

Quote:

Originally Posted by UBOAT234
I have cloned the liner with Pack3d and export obj... and now have many problem:
I try with MAYA 3d

http://img239.imageshack.us/img239/9739/1a4da.th.jpghttp://img159.imageshack.us/img159/6754/1b7qi.th.jpg

Ok

But: I have try to move the hull, long axis Z, and after I have moved, all the object over the bridge of the ship, in same place where are in origin, and this is function correct. Smoke and zon reference. The reference is the hull?

http://img149.imageshack.us/img149/2...z0024it.th.jpg

In this case, in this image have formed a hull of clemson, but I dont have change vertex and the position rispect the 0rigin. If I move the object, I must move with Pack3d?
(in case of clemson unit, is not present the funnel cfg...)

Many thans

BEST REGARDS
UBOAT234

ref 03-29-06 11:20 AM

[quote="UBOAT234"]
Quote:

Originally Posted by UBOAT234
I have cloned the liner with Pack3d and export obj... and now have many problem:
I try with MAYA 3d

http://img239.imageshack.us/img239/9739/1a4da.th.jpghttp://img159.imageshack.us/img159/6754/1b7qi.th.jpg

For the smoke in the first image a smoke node must be added, and the only way to do it at the time is by extensive hex editing of the dat,zon, and sim files, or the easyest way is to pick a model with the same name of funnels.
In the second picture, you have the hull of center in the z axis, I don't know how the game will react to this, you have to keep in mind that a ship in SH3 is defined by a number of files, in the dat you have the actual 3d models, textures, and non 3d nodes, in the zon file are defined the damage model of the ship, in the sim file is defined the behaviour of the diferent parts (controller, AI, etc.), in the val file the FX are defined, nad in the dsd file resides the sounds of the object, and all the files are heavily cross referenced
don't misunderstud me I'm not trying to discourage you, but if this is your first try on modelling, you may want to keep it as simple as you can, starting with a base ship as closer as your desired model s you can, in size, guns,propellers,funnels,etc.

Quote:

Originally Posted by UBOAT234
But: I have try to move the hull, long axis Z, and after I have moved, all the object over the bridge of the ship, in same place where are in origin, and this is function correct. Smoke and zon reference. The reference is the hull?

http://img149.imageshack.us/img149/2...z0024it.th.jpg

In this case, in this image have formed a hull of clemson, but I dont have change vertex and the position rispect the 0rigin. If I move the object?
(in case of clemson unit, is not present the funnel cfg...)

Many thans

BEST REGARDS
UBOAT234

I think the global reference is a dummy object placed at 0,0,0 coordinates, not the actual hull.

The best advice i can give you is to read this thread :
http://www.subsim.com/phpBB/viewtopic.php?t=43343
I know its a long one, but reading it from the begining will give you the best info on building ships, most of the doubts I have where answered by reading it.

Ref

UBOAT234 03-29-06 12:46 PM

OK,

my experiment is limited to change only texture with TT tools, cloned .dat with PACK3D, and little change of object of the original ship.

I have noted, for many clone of ship, the modify is limeted to tho file: .dat and .sim. if I change the dimension of global ship, must be change .zon file?

And after finish with ask...

Many Many Thanks,

BEST REGARDS
UBOAT234

ref 03-29-06 01:36 PM

Quote:

Originally Posted by UBOAT234
OK,
I have noted, for many clone of ship, the modify is limeted to tho file: .dat and .sim. if I change the dimension of global ship, must be change .zon file?

And after finish with ask...

Many Many Thanks,

BEST REGARDS
UBOAT234

Regretably, this is what we can do for the moment (dat and sim), for the dimesion it's my believe that yes, you have to change the zon file.

Abd for the asking part, don't worry, that's the way to learn, and if it's in my posibilities, I will answer any question you want.(It's the least I can do to repay the kindness of this forum people)

Ref

UBOAT234 03-30-06 06:05 AM

I have noted with compare in hex, there is change the reference id for obj?

Is true?

BEST REGARDS
UBOAT234

ref 03-30-06 08:11 AM

Quote:

Originally Posted by UBOAT234
I have noted with compare in hex, there is change the reference id for obj?

Is true?

BEST REGARDS
UBOAT234

This is made by pack3d when cloning, so there are no ships with the same id.

Ref


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