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-   -   Cloning Objects in "Plainer English" by stljeffbb1 (https://www.subsim.com/radioroom/showthread.php?t=84285)

Sansal 09-18-05 02:16 PM

Gracias lurbz, pero todavia lo tengo en pañales. Lo más dificil lo hiciste tú sacando el formato.

(Thanks lurbz. The most dificult was give us the format of dat's)

stljeffbb1 09-18-05 02:20 PM

Hi lurbz.....been a while, eh?

Thanks again for your tool! It's been very helpful! Because of you, I now know how to clone!

Thanks for the tip on the data as well....(EDIT: heh heh...I wasn't really that close to the solution) however, it would have taken me a lot longer had you not offered the answer! :up:

I'll give this a try.....


Thanks,

-Jeff

Sansal 09-18-05 03:36 PM

Ready.

Now clon the textures and you can import another 3d textures, works fine with obj extracts with this tool i don't know the subrealism that this can do with others obj :-j but i like to see it.

http://rapidshare.de/files/5416649/p...20105.zip.html

Thanks stljeffbb1 you are a good tester,

Sansal 09-18-05 03:47 PM

Quote:

Originally Posted by sergbuto
I tried to import OBJ files with the same object created by three different programs. None of them could be imported. And the errors were different for each of them. Is the reading-in routine pretty specific?

I need see this objs. Whats programs are you playing? They need to have a similar format as a obj extracted by Lurbz's tool or mine. My testings are with Maya but i have some problems with UV map. But i'm very close of the solution....when i know to use Maya, this tutorials are endless.

Thanks to all for your infinity patience.

stljeffbb1 09-18-05 05:18 PM

Aw shucks :oops:

:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

I must admit that learning how to mod is my number one hobby in my life right now! And I've really been having fun plowing through this stuff.....I can see what Beery means when he was asked in a much earlier thread if he played anymore and he responded (paraphrasing) it was more of a challenge getting this stuff to work in game than playing the game itself!

Unfortunately, the way my job is, I only have weekends.....I have been pulling some really lousy work hours the last couple of weeks, giving me only Saturdays and parts of Sundays....I'm actually at work right now trying to keep on top of everything! :(

I'll have some more time to see the fruits of your work, Sansal! :) I'm looking forward to seeing a fishing boat mast where a crane should be on the deck of the BB Revenge! :doh:

-Jeff

EDIT: I second that :rotfl: concerning "The Matrix" below...I just don't want to spam!

Sansal 09-18-05 05:31 PM

Welcome to Matrix !!!!!!!!!!!!!!! :|\

Rubini 09-18-05 05:41 PM

Quote:

Welcome to Matrix !!!!!!!!!!!!!!! :|\
:lol: :rotfl: :lol: :rotfl:

Rubini.

stljeffbb1 09-18-05 07:11 PM

YAAHOOOOO!!

The Sansal importer function works!

http://i13.photobucket.com/albums/a2...engeBBYAAY.jpg

The double red circle is highlighting the mast from NF_Boat_2 imbedded where a crane should be!

....however, I found out something else too! When I happened to look at the BB Sao Paulo (which was cloned using the Sansal tool), it too had the NF_Boat_2 mast where a crane should be!

:o

I think this might reinforce the idea that, to modify units, one may have to clone using the "full" method.....however.....I need to do more tests before this is conclusive. I did try importing the mast into the BB SaoPaulo before....I wonder if it actually did make it in, but it just didn't show up......but this doesn't make sense either!

Lets test some more!

:up:

-Jeff

EDIT: After some further tests, there is no question that cloning using the Sansal tool results in a clone that, if you modify an object in the original, the clone will also have the modification. I imported a KGV Double turret (without the barrels of the gun, and I'm not sure if could fire in the "crane" position....I tend to doubt it, but who knows?) into the crane position, and it appeared in both the BB Revenge and BB Sao Paulo. It also assumed what I believe to be a .tga that was associated with the crane, or at least a part of the .tga designed to repesent the crane area. This, I think, means that to actually modify a clone, the clone must be a "full" clone.

Still, the Sansal tool will make things much easier.... One can use the tool, using the list feature, to find all of the IDs and then manually edit the "missing" IDs using my method that starts this thread.

However, making a "lite" clone (using the Sansal tool, and for lack of a better term) will mean that one can use the text based loadouts in the EQP, etc. files and make many different kinds of units! :up:

2nd EDIT (19 September): OOPS, I used a clone from an earlier version of the Sansal tool.....the earlier version had a little problem, but Sansal's newest version works great, creating "full" clones! :up:

Commander1980 09-19-05 01:51 AM

Great work Sansal, you're the man!! :up:

Interesting jeff, nice! Did you rename the boat's object file into the Revenge-crane object-name?

And is there any possibility to "delete" objects? Can i rename an "empty" file to an object file and import it into the dat file?

Sansal 09-19-05 04:14 AM

Quote:

Still, the Sansal tool will make things much easier.... One can use the tool, using the list feature, to find all of the IDs and then manually edit the "missing" IDs using my method that starts this thread
I don't understand good (sorry my english). But the clone with this tool is a full clone. All ids of all files, no exceptions.

Quote:

Interesting jeff, nice! Did you rename the boat's object file into the Revenge-crane object-name?

And is there any possibility to "delete" objects? Can i rename an "empty" file to an object file and import it into the dat file?
Nop :( The hexeditor it's needed for this, you can list all chunks, with Lurbz's tool or mine, with her position in the file and make this modifications.

martes86 09-19-05 08:21 AM

Quote:

Originally Posted by Sansal
Quote:

Still, the Sansal tool will make things much easier.... One can use the tool, using the list feature, to find all of the IDs and then manually edit the "missing" IDs using my method that starts this thread
I don't understand good (sorry my english). But the clone with this tool is a full clone. All ids of all files, no exceptions.

Asi lo entenderas mejor ;) :

"Aun así, la herramienta de Sansal hará las cosas mucho mas fáciles... Uno puede usar la herramienta, usando la característica de listado, para encontrar todas las IDs y después manualmente editar las IDs que 'faltan' usando mi método que abre el hilo"


PD.: I actually translated the quote for Sansal, so he understands it better. :rock:

stljeffbb1 09-19-05 09:14 AM

Thanks martes86! :up:

Quote:

I don't understand good (sorry my english). But the clone with this tool is a full clone. All ids of all files, no exceptions.
Sorry, I don't understand everything about ID's, so forgive my terms.

Hmmmm....it is still interesting then, that when I make changes to the BB Revenge, and I do not touch the BB Sao Paulo (which is a clone of the Revenge), those changes appear on the BB Sao Paulo! :hmm: If this is not a full clone, then I'm not sure why we have the same object showing up on two "different" ships.....I have tested the BB Sao Paulo with the BB Revenge in the same mission, and the game has worked well (other than the .tga being the same, but I think I have an idea about that).

I should learn Espanol and catch up with my heritage ;)

-Jeff

Sansal 09-19-05 10:25 AM

Are you reclone BB Sao Paulo with last version of the tool? Before the textures don't work fine. You give me the way listing ids with Lurbz tool.

In my last testings all changes are visible, at sime time, with the original ship; textures and 3d transform. I'm sure 100% about this.

Cheers,

P.D. Bueno es saber que me entiendes :)

stljeffbb1 09-19-05 05:11 PM

OOPS!!!! :oops: :oops: :oops: :oops: :oops: :oops: :oops:

I am wrong!!!!!!

The BB Sao Paulo was a clone from early version

versión anterior

Mis apologías

:-?

:D

-Jeff

PS.... this is great news then! I am now REALLY looking forward to being able to import objects without any problems!

PPS
Quote:

Bueno es saber que me entiendes
...si, si! :rotfl:

Sansal 09-19-05 05:22 PM

Now works fine with Wing3D obj formats :) For textures put the original make it with Wing3D.

http://rapidshare.de/files/5416649/p...20105.zip.html

My promise that the next version will be windowed.

Este juego es nuestro :rock:


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