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-   -   [TEC] Pack3D and SH4... (https://www.subsim.com/radioroom/showthread.php?t=112162)

CaptainCox 05-23-07 12:52 PM

Been really sick the last past days, so i am home sick from work and all that, feeling a bit better so i thought I have a go at modifying the "hat" model for the officers. I got a lot of help from "DivingDuck" so far. But ran into some "texture" probs. http://i10.photobucket.com/albums/a1...ainCox/HAT.jpg

As you can see the "tweaked" model loads ok, but all the textures are gone. I basically just loaded the model using Pack3D in to 3DS MAX and tweaked it and saved using the same settings as I did the rocks (further up in this thread) Any ideas guys?

DivingDuck 05-23-07 01:32 PM

Moin CC,

welcome to the world of TMAP. :damn:
I didnīt check the rocks you made. But they most probably donīt use the TMAP. But everything else in SHIV is using this damn section.
SHIII used it for u-boat interiors only, and I could avoid problems by just changing the vertex positions (hinges, periscope, hatch) without touching the number of vertices, triangles or faces. I just hex edited the changed vertex data into the *.dat. Thus all other information, such as TMAP, remained valid. And thatīs the reason for not opening other hatches until now.

Regards,
DD

CaptainCox 05-23-07 01:39 PM

Ahhh...crap!. Ok I will read up on that Hexedit tut from privateer...been avoiding it until now. Will fiddle with it. Cheers man!

azn_132 05-23-07 04:47 PM

OT
 
Quote:

Originally Posted by CaptainCox
Ahhh...crap!. Ok I will read up on that Hexedit tut from privateer...been avoiding it until now. Will fiddle with it. Cheers man!

OT, What happen to privateer anyway? Why was he banned for?

MaxT.dk 05-23-07 05:27 PM

Looks nice for now, CaptainCox! :) Good work :up: Hope you'll get better!

Lagger123987 05-23-07 10:53 PM

Can anyone help me on my Bismarck/Nelson mod?

CaptainCox 05-23-07 11:24 PM

Quote:

Originally Posted by azn_132
Quote:

Originally Posted by CaptainCox
Ahhh...crap!. Ok I will read up on that Hexedit tut from privateer...been avoiding it until now. Will fiddle with it. Cheers man!

OT, What happen to privateer anyway? Why was he banned for?

BANNED! no way. I think he is just bussy at the mo with work stuff...

CaptainCox 05-23-07 11:45 PM

http://www.subsim.com/radioroom/show...23&postcount=8
:o :o :o :o :o No idea what happend there!...no...idea!

Lagger123987 05-23-07 11:48 PM

(nothing), accidently press the reply button.

CaptainCox 05-24-07 02:36 AM

@DD could you please elaborate a bit more on this.
Quote:

Pack3d doesnīt export this TMAP section. When trying to import your (original/altered) file back to the *.dat you have to do this by hex too. Thatīs how I did it with all the uboat interior files while working on open hatch.
Import to a dummy.dat file. Open the file and search for the object data, just the vertex coords. Triangle coords and texture coords donīt need to be touched. Copy these data and paste them before the TMAP section. Keep in mind that triangle and texture coords are located between vertex and TMAP. After all check/alter the size information for the data block.
Looked at the "sapca_o01.obj" modified/unmodified in Pack3D/MAX in HEX Workshop
and i can't really grasp what i am looking for here.

Cheers.

GuillermoZS 05-24-07 04:09 AM

Quote:

Originally Posted by CaptainCox
Been really sick the last past days, so i am home sick from work and all that, feeling a bit better so i thought I have a go at modifying the "hat" model for the officers. I got a lot of help from "DivingDuck" so far. But ran into some "texture" probs.

-----

As you can see the "tweaked" model loads ok, but all the textures are gone. I basically just loaded the model using Pack3D in to 3DS MAX and tweaked it and saved using the same settings as I did the rocks (further up in this thread) Any ideas guys?

Hi man! The ONLY way you have to do this at the present moment is delete the Normal and Occlusion texture files of the object you are modifying. There is no other way right now, since Pack3D messes all TMAP info and itīs not possible to correct it manually (at least no one could be able to do it as far as I know). So, try deleting those maps... :up:

Cheers!

CaptainCox 05-24-07 04:12 AM

Ahhhh!, Cheers!. Will give that a go.

GuillermoZS 05-24-07 04:13 AM

Quote:

Originally Posted by Lagger123987
Can anyone help me on my Bismarck/Nelson mod?

Could you pleas post a link t the mod? :D I see if I can help...

DivingDuck 05-24-07 04:36 AM

Quote:

Originally Posted by CaptainCox
Looked at the "sapca_o01.obj" modified/unmodified in Pack3D/MAX in HEX Workshop
and i can't really grasp what i am looking for here.

Cheers.

http://img339.imageshack.us/img339/4...data002kh0.jpg

01 00 00 00 65 00 00 00.....data block type 1/101
DD 74 25 DF CB 14 B4 76....IDs node

0E 00 00 00......................number of objectīs vertices (14)
.....168 bytes of vertex data, 12 bytes per vertex (4x, 4y, 4z)
0C 00 00 00......................number of objectīs triangles (12)
.....156 bytes of triangle data, 13 bytes per triangle
19 00 00 00......................number of texture coords (25)
.....200 bytes for texture coords, 8bytes per coord
54 4D 41 50.....................TMAP
.....01.............................number of TMAPs
.....02.............................type of TMAP
..........72 bytes of TMAP data

(periods just serve as placeholders)

Regards,
DD

CaptainCox 05-24-07 04:44 AM

WOW! nice one man. Will give me something to chew on here :p.
Cheers!:up:


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