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Hi! :salute:
In addition to this modification, I too tried to import FlakMonkey's interior (fore quaters) to SH5. Everythink was OK, but: I know, GR2 E/E/V can import *.obj files:rock:. But... how to add new material or new meshes? My version of GR2 E/E/V is 1.265.1. Any person can help me? Please... |
Hi :salute:
What have you for 3D moddeling : 3DsMax or Wings3D :06: For add materials you need to make : -Add the textures (textures menu) -Create the materials (materials menu:No Maps with texture) for each use: Diffuse,self-Illumination(AO/shadow), bump can not be created... -Create the "Texture Menu" (No texture with Maps) add the diffuse and self illumination you have created - After that get a little more complicated : - If your mesh have only one subset get in meshes menu ->add material binding-> add your new material-> go on subset and assign the new-> go on mesh and remove the old -If you mesh have more subsets you need to respect the order of the subsets (subset1->mat1-subset2->mat2 etc...) - We can't add new meshes :-?,but you can add subsets :yep: (but,only one by one,other that make an error when importing...) Voila... |
Thank you!!!! So, I'll import FlakMonkey's interior to SH5 :know:.
EDIT For 3D modelling I'm using 3dsMAX Autodesk 2013. |
I wish you a lot of courage :yep: is not an easy work :O:
Pay attention to the "Normals" :03: |
Yes, I know, it's awful lot of work, but I like doing it! I'll try.
PS. I don't unsersteand this in 100%: Quote:
And what does it means: Quote:
Salute, Micha³:Kaleun_Salute: |
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OK, I'm on good way. But how to add new subset?
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Eg:Export an existent mesh and open it with 3DS... add a .obj (don't not attach to the first !) and export in .obj format after import in .GR2 editor
But,you need to make the same with the "exported"_AO.obj to have the same vertices/faces number ! Edit:don't forgot to see if the UVW are created :03: if you want to modify a mesh the best is to open the 2 files in same time ... (the "exported".obj and the "exported_AO.obj) |
So, I have to export my project to *.obj and to *_AO.obj, yes? And then import *.obj to GR2 E/E/V.
PS. Today I'm going to Germany. I'll come back to Poland in Monday. |
Yes you must export separate the .obj and the _AO.obj and in editor just choose the .obj :yep:
in 3dsmax select one sort (.obj or _AO.obj) and you can use "export selected" :03: (inverse the selection to export the second .obj) the name must be : name.obj and name_AO.obj other that not work ! |
So, this two *.obj files mustn't be the same? And What about mapping... Is this requied?
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Yes the two .OBJ must be the same ,for the mapping is not,required,but is better to see the UVW and the specular and glossiness can be adjusted in 3dsmax
Ps:If an opacity map is present ,delete it :yep: Edit:The UVWs can be different in .OBJ and in _AO.OBJ |
OK, now I understeand it :D.
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:yeah:
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Oh, one more think: when I'm importing *.obj, It takes an awful lot of time:
"Converting 3DS Max OBJ file to standard format". Can it be faster? |
Only .obj can be imported ...
one thing more when you export with 3dsmax change the precision to 9 :03: you can optimize ,but that take the same time to import in editor |
Quote:
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13 wow , i hope you learn some interesting things about ww2 and uboats . The devs intended this game to be about teaching history as well as a game . All i had when i was 13 was the local pinball machine at the corner store LOL .
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Woah, just had a proper look at those pictures! I love the Kar 98K!
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Cybermat, you too deserve an Award for modding. You young fellas are our future game makers. When you and Michal one day become famous making sims like SH5, remember us old fellas here at SubSim. We prodded you both to keep going. Be the best you can be for those of us that can only dream of what the two of you can do. ;) :D
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