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-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

skwasjer 02-14-08 10:58 AM

Please make sure to use the ColladaMax plugin from FeelingSoftware. Max's built-in plugin doesn't work.

http://www.feelingsoftware.com/compo...id,80/lang,en/

Also, while model export works in S3D, even the above plugin doesn't totally import the model correctly. Geometry should be fine, and the uv-channels too, but materials are not imported 100% correctly and this release has issues with object hierarchy. You have to do some post-processing:

- if the original Dat-model has no normals, it will look facetted. Smooth the model by applying a Edit Normals modifier. Select all normals, click 'Reset', select all normals again, click 'Unify'.
- (multi)materials aren't set up properly. Limitation of Collada format.
- materials don't use the correct map channel. Manually change this.
- textures aren't always found. Manually change this.
- several more material related things since not every parameter is supported by Collada. For instance, AO map can't be assigned, so you have to modify the material, add the AO-map and set the channel yourself.

Basically, directly after import, pressing 'Render' won't give you a proper render right away...

In fact, I don't recommend just yet to use current S3D release to export models to do actual work on. The models are probably not importable when next release is out (unless again manually fixed which may be difficult).

[edit] I will make a full tutorial on post-processing once I'm done with the programming.

Gotmilk 02-14-08 04:40 PM

Thank you for your reply. I will wait for the next release then. :up:

Anvart 02-14-08 05:17 PM

Quote:

Originally Posted by skwasjer
Hi Anvart,

Model import is currently my highest priority and I've got it almost working. TMAP is no problem.

I am aiming for somewhere early march, but no guarantee on that. Depends on my free time... :smug:

"Model import ...", "... TMAP is no problem."
:rotfl:
It is the same work ...

Good luck.

Anvart 02-14-08 05:21 PM

Quote:

Originally Posted by skwasjer
Please make sure to use the ColladaMax plugin from FeelingSoftware. Max's built-in plugin doesn't work.

http://www.feelingsoftware.com/compo...id,80/lang,en/

Also, while model export works in S3D, even the above plugin doesn't totally import the model correctly. Geometry should be fine, and the uv-channels too, but materials are not imported 100% correctly and this release has issues with object hierarchy. You have to do some post-processing:

- if the original Dat-model has no normals, it will look facetted. Smooth the model by applying a Edit Normals modifier. Select all normals, click 'Reset', select all normals again, click 'Unify'.
- (multi)materials aren't set up properly. Limitation of Collada format.
- materials don't use the correct map channel. Manually change this.
- textures aren't always found. Manually change this.
- several more material related things since not every parameter is supported by Collada. For instance, AO map can't be assigned, so you have to modify the material, add the AO-map and set the channel yourself.

Basically, directly after import, pressing 'Render' won't give you a proper render right away...

In fact, I don't recommend just yet to use current S3D release to export models to do actual work on. The models are probably not importable when next release is out (unless again manually fixed which may be difficult).

[edit] I will make a full tutorial on post-processing once I'm done with the programming.

???
Not good news ... :nope:

skwasjer 02-14-08 06:35 PM

Quote:

Originally Posted by Anvart
"Model import ...", "... TMAP is no problem."

:rotfl:
It is the same work ...

Uhm, first you ask for a status update, you get a reply and then you make fun of me? If you don't understand (which you don't obviously), why don't you ask for more details?
Quote:

Originally Posted by Anvart
Not good news ... :nope:

You're welcome.

AVGWarhawk 02-14-08 08:18 PM

Clear out you PM box Skwasjer.

Anvart 02-14-08 10:01 PM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by Anvart
"Model import ...", "... TMAP is no problem."

:rotfl:
It is the same work ...

Uhm, first you ask for a status update, you get a reply and then you make fun of me? If you don't understand (which you don't obviously), why don't you ask for more details?
Quote:

Originally Posted by Anvart
Not good news ... :nope:

You're welcome.

Sorry, did not wish you to deride ... :hmm:

P.S. I think Collada is not good way ...

skwasjer 02-14-08 10:40 PM

Quote:

Originally Posted by AVGWarhawk
Clear out you PM box Skwasjer.

Sorry, it's hard to do so :oops:

@Anvart, what do you suggest?

Anyway, it's a bit too late. It'll work with Collada apart from some minor things that need to be done manually (as stated earlier). I don't see any big problem with that. S3D makes modding in general easier, not easy and noobproof.

UBOAT234 02-17-08 06:00 AM

Hi SKW,

have any hint or proposal for Collada Maya plugin?
Many thanks

skwasjer 02-17-08 07:24 AM

The same site that I recommend for the Max plugin (ColladaMax), www.feelingsoftware.com, has a Maya plugin (ColladaMaya), although I can't test it myself.

skwasjer 02-19-08 03:03 PM

Alright, I'm scheduling an intermediate release in the next few days with some new features (see below for screenies). Unfortunately, while model import programming is progressing, it is not done yet so it won't be in this release but I just want to push these finished features out the door. Also, work on integrated model viewer is nearly completed (for now models are untextured). These two (hot) requests will be finished in a few weeks more. Since the addon is to be released soon I plan on releasing yet another small update asap to support any new or changed controllers.

One of the best new features is the ability to add/remove array items in the data of controllers. With this functionality, many things that were previously impossible (without using hexeditor) are now very easy where previously you had to use an export/import chunk workaround (if you could find one you need). Any kind of array is supported (afaik), so now you can really start playing around with ie. particle controllers, torpedo data, etc. I'm already seeing a new wave of mods fly out the door!

The property editor will get one final overhaul in the future, and that is to support adding completely new (empty) controllers from scratch.

Arrays:
http://sh4.skwas.net/s3d/arrays.jpg

Find by text or id:
http://sh4.skwas.net/s3d/find.jpg

Go to chunk by index:
http://sh4.skwas.net/s3d/goto.jpg


Id generator:
http://sh4.skwas.net/s3d/idgen.jpg

Digital_Trucker 02-19-08 07:43 PM

:up: Excllent, dude. I could have used almost all of those features last week:rotfl: Thanks for making these options available now. :rock:

Madox58 02-19-08 07:55 PM

Now your talking.
:up:
May be getting close to
"Retire the Hex Editor"
time.
:D

skwasjer 02-19-08 08:24 PM

Quote:

Originally Posted by privateer
Now your talking.
:up:
May be getting close to
"Retire the Hex Editor"
time.
:D

NEVER!! :)

LukeFF 02-19-08 10:03 PM

Excellent! I already see something I can do for the torpedoes in that screenshot up above. :cool:


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