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

GuillermoZS 04-17-07 03:24 AM

[TEC] Pack3D and SH4...
 
Hi, Iīm starting to learn how to modify/create ships and 3d objects for SH4.

OK, Iīm making some tests on the Yamato, I exported the model from the .dat file using Pack3D, imported the .obj in 3DSMax and created a simple cilinder to attach to the bow of the original mesh (just for testing purposes). So, I applied the Yamato material to the cilinder and attached it to the original mesh. Iīm not trying to modify the texture, itīs just a geometry test. Ok, then I exported the modified .obj and repacked it to the original .dat via Pack3d.

I created a mission with the Yamato in front of my sub and when starting it, at first, everything seems to be fine (the modified mesh is correct and the texture seems to be OK), but as soon as I approach the camera to the Yamato (F11) it just turns into this:

http://img.photobucket.com/albums/v2...amatoColor.jpg

It happens when I approach the camera (arrownd 500m more or less) and then stays like this even if I take the camera back...

Also I noticed a difference between the default and the modified version before the texture turns into that alien thing:

http://img.photobucket.com/albums/v2...atoCompare.jpg

As you can see the modified version is much more "clean" or "white". I think the problem here is that the modified version is not loading properly the Specular map (the "..._O01.dds)

Any thoughts on how to solve this?


Thanks a lot!

Prof 04-17-07 04:11 AM

No fixes I'm afraid, but you've got more problems than the ones you mention...the flag is now 'hanging' upside down and look at your rear gun turrets!

I had the flag/turret problems when I tried to mod the Yamato.dat file and had no fix for it :(

GuillermoZS 04-17-07 05:20 AM

Hi, yeah, youīre right, I didnīt notice those problems... the back turret is missed :o
mmm... maybe itīs flipped, like the flag.... that can be the cause....

Mush Martin 04-17-07 06:44 AM

The flag flip is a very common result in pack3d
but I havent seen it do that as such

GuillermoZS 04-17-07 07:21 AM

Here is a closeup of the affected area:

http://img.photobucket.com/albums/v2.../TextFound.jpg

Both back turrets and the flag are upside down. I have also found where that funky alien texture comes from, itīs "Caustics_new.dds" texture. It seems that when I get close to the ship the program tries to generate caustic and, instead of that, changes both color-caustics textures :o

Just for fun I shot some fishes to the ship and look what happened:

http://img.photobucket.com/albums/v2...oZS/TexHit.jpg

as soon as the torpedo hit the ship the texture turned into this :o:o:o I think itīs the normal map applied as color map...

Well it seems that Pack3D is no getting well with the new normal/specular/caustics maps...

Is someone else having troubles like these?

UBOAT234 04-17-07 07:25 AM

I have the same problems....

It is a disaster :down:
Hundred of tests and hundred of failures :down:

I think TMAP section is responsable of this.
I hope in future... Continuous to try...

BEST REGARDS
UBOAT234

Mush Martin 04-17-07 07:26 AM

As I understand it different versions of pack 3d are better for different
functions, aircraft ships etc. Not my forte yet but maybe a different
version might do better, you need some more expert advice than I can
give.

MM

UBOAT234 04-17-07 07:27 AM

There is the MAP of damages, I dont understand.
...and 10-1 and 6 chunks is different.

.....?

BEST REGARDS
UBOAT234

UBOAT234 04-17-07 07:29 AM

Section TMAP does not come imported from pack3d and the file become smaller.

BEST REGARDS
UBOAT234

GuillermoZS 04-17-07 07:45 AM

Quote:

Originally Posted by Mush Martin
As I understand it different versions of pack 3d are better for different
functions, aircraft ships etc. Not my forte yet but maybe a different
version might do better, you need some more expert advice than I can
give.

MM

Yeah, you may be right, Iīll give it a try and post results. Thanks:up:

Prof 04-17-07 08:27 AM

I seem to remember that the DAT files edited by Pack3D become smaller than the original DAT files, so maybe there are some lines of data being missed out.

I tried most (if not all) of the Pack3D versions and couldn't find one which worked.

Incidentally, I managed to get the flag and turrets the right way up again by modifying their rotational axes, but then the turrets were swiveled as far towards the bow as they could move. Odd!

down and out 04-17-07 10:29 AM

Version 2 is best so as not to " flip " objects

GuillermoZS 04-17-07 11:31 AM

Quote:

Originally Posted by down and out
Version 2 is best so as not to " flip " objects

Yep, with pack3d v.2 objects do not appear flipped but the texture problem persist...I guess we have keep on trying :damn:

UBOAT234 04-17-07 11:58 AM

Pack3d
 
Hi,
Is not a problem of flip...
Pack 3d, any version, alters data in all file, and for the main .obj, it import only to the point TMAP. Change the total amount of byte.

http://immagini.p2pforum.it/out.php/...hexfuso008.jpg

In the first, file the .dat file after import .obj.
I the second file, the original...

I search a solution from much time...
I hope to find one solution... But is Hard! :damn:


BEST REGARDS
UBOAT234

DivingDuck 04-17-07 12:11 PM

Hey there,

pack3d doesnīt alter the data. It depends on your export settings of your 3d programme whether the data match to the smallest detail or not. The TMAP is not part of the *.obj file. And I donīt know whether pack3d would be able to import TMAP data if they were in the *.obj file.

Regards,
DD

GuillermoZS 04-17-07 12:26 PM

Quote:

Originally Posted by UBOAT234

I search a solution from much time...
I hope to find one solution... But is Hard! :damn:

BEST REGARDS
UBOAT234

I know how you feel man, this is driving me nuts too... But itīs possible: a few weeks ago U-5000 did a mod of the Yamato with the Imperial Emblem:

http://www.subsim.com/radioroom/show...ghlight=yamato

Itīs perfect. I downloaded it to analyze what he did but actually I have no idea how he did it... :huh: If he is over here it could be great that he could give us some tips ;)

As for what Iīve doing I think there is a problem with Pack3d and SH4 it seems not to manage the normal/specular/caustics maps correctly when repacking (well, itīs normal since it was designed for SH3 where this maps werenīt used...) But then, I have no idea how U-5000 did it...:damn:

UBOAT234 04-17-07 12:28 PM

Pack3d
 
Hi DD,

I have try:
1) export 3d obj with Pack3d.
2) I have imported the same object, that I have exported, without to touch or save with software of 3d design. The original file exported, and it causes many changes and the result is that one in the previous image.

It import only to point TMAP. But it changes also other data...

...and I dont have a solution... :oops:

BEST REGARDS
UBOAT234

UBOAT234 04-17-07 12:46 PM

Quote:

Originally Posted by GuillermoZS
Quote:

Originally Posted by UBOAT234

I search a solution from much time...
I hope to find one solution... But is Hard! :damn:

BEST REGARDS
UBOAT234

I know how you feel man, this is driving me nuts too... But itīs possible: a few weeks ago U-5000 did a mod of the Yamato with the Imperial Emblem:

http://www.subsim.com/radioroom/show...ghlight=yamato

Itīs perfect. I downloaded it to analyze what he did but actually I have no idea how he did it... :huh: If he is over here it could be great that he could give us some tips ;)

As for what Iīve doing I think there is a problem with Pack3d and SH4 it seems not to manage the normal/specular/caustics maps correctly when repacking (well, itīs normal since it was designed for SH3 where this maps werenīt used...) But then, I have no idea how U-5000 did it...:damn:

I have this file for Yamato, but have the same problem. This dat is more small compared with the original... And have the same problem. It CTD my SH4... :rock:

BEST REGARDS
UBOAT234

DivingDuck 04-17-07 01:33 PM

Hi UBOAT,
Quote:

Originally Posted by UBOAT234
Hi DD,

I have try:
1) export 3d obj with Pack3d.
2) I have imported the same object, that I have exported, without to touch or save with software of 3d design. The original file exported, and it causes many changes and the result is that one in the previous image.

It import only to point TMAP. But it changes also other data...

...and I dont have a solution... :oops:

BEST REGARDS
UBOAT234

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.

Iīm not at home. Thatīs why I canīt give more detailed info. Hope to be back at my desktop pc tomorrow noon.

Regards,
DD

UBOAT234 04-17-07 01:35 PM

Pack3d
 
Many thanks DD :sunny:

BEST REGARDS
UBOAT234


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