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-   -   Help! how to import/export obj in 3dsmax? (https://www.subsim.com/radioroom/showthread.php?t=130763)

schnorchel 02-10-08 10:43 PM

Help! how to import/export obj in 3dsmax?
 
Hi Kaleuns,

Recently I want to try to mod some SH3 3d models. But I am pretty new for 3dsmax. no experience on it at all. I fund a link post by Seeadler about how to do it http://www.subsim.com/phpBB/viewtopic.php?t=44354. Because this thread is too old all tutorial pictures link is dead. i understand that there have lots options present in the imports/exports dialog and they are very important for the successfull importing /exporting the obj files. Could anyone help to repost these pictures to enlight me? Thanks in advance.:D

BTW, I have 3dsmax 7.0. Do I need to intall the Import and export plugin?

Madox58 02-10-08 11:17 PM

I use 3Ds Max 9 but here are my settings

http://i108.photobucket.com/albums/n...006/import.jpg
http://i108.photobucket.com/albums/n...006/Export.jpg

schnorchel 02-11-08 12:38 AM

Hi privateer,

Great ! thank u very much. I will try it.
But now I meet a problem on the Pack3d. i want to try to make a trial to see if i have any problem on pack3d before start woking on the obj files with 3dsmax.
what I have done is:
1. get a pack3d version 1.051121
2. copy the folder objects include all files in it from SH3 to other place.
3. open the file Turm9c_1_hd.dat from the new created folder objects by pack3d and hit button Export.
Some files will be created in a new-created folder named 3d in the folder objects.
4. select the folder "3: Turm9c_1_coning9c_High" presented in the left window of the pack3d and hit
the button Import then select the file Turm9c_1_coning9c_High.obj in the folder 3d to import.
5. now a new Turm9c_1_hd.dat is created. Copy it in the relevant SH3 folder and run a single mission
with typeIXb41 to see if anything abmormal or changes on the conning tower.
Actually I mean I do not modify the file Turm9c_1_coning9c_High.obj. just export it and import it
back to the Turm9c_1_hd.dat. but what I get is like that
http://img218.imageshack.us/img218/9073/problem1ig2.jpg

Can u tell if i am wrong on some process to manipulate the pack3d?

flakmonkey 02-11-08 04:19 AM

Cant help with 3dsmax specific issues as i dont use it but from the screenie it looks as if you have a reversed surface.

Sh3 surfaces only have 1 side, whereas most 3d apps have double sided polys by default, there will be an option in 3dsmax somewhere to display polys single sided so you can tell which way round a surface is, + you could also select the surface and reverse its normals in max and that will fix the prob.

+looks like your watch crew need to lay off the schnapps:up:

Madox58 02-11-08 07:39 AM

You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.

schnorchel 02-11-08 10:20 AM

Quote:

Originally Posted by privateer
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.

Thanks for ur infor. I am trying :D

schnorchel 02-11-08 09:50 PM

Quote:

Originally Posted by privateer
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.

privateer,
As your instruction I use version2 to redo the whole thing. the flipped face problem is sovled but it seems still has some texture issue. dont know why and how to solve it.:damn:

http://img148.imageshack.us/img148/4479/93641623lj8.jpg

Madox58 02-11-08 10:15 PM

Easy enuff to fix!

Open the object you modded or exported and search for this line:

usemtl cfg#E01

Change it to:

usemtl E01


Now open the mtl file and look for this section:

newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01

Change it to:

newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga

Now reimport.

schnorchel 02-12-08 05:18 AM

Quote:

Originally Posted by privateer
Easy enuff to fix!

Open the object you modded or exported and search for this line:

usemtl cfg#E01

Change it to:

usemtl E01


Now open the mtl file and look for this section:

newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01

Change it to:

newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga

Now reimport.

privateer,
You are an expert:up: . Do u mean that I must use hexeditor to edit it?

Madox58 02-12-08 07:10 AM

Both files are text files.
Notepad works fine.

schnorchel 02-12-08 10:04 AM

Ha! privateer. That 's why I said I am really new for this. Just now I realize that the obj file can be edited by the notepad!:yep: Again Thanks for your help!:up: :up:


good hunting!

Tomi_099 02-12-08 10:17 AM

Quote:

Originally Posted by privateer
Both files are text files.
Notepad works fine.

privateer,
You are an expert and my favorit :up:

And maybe my SHIII!!! partner -- :rock:

Madox58 02-12-08 05:48 PM

Glad I can help you guys out.
Not sure what you mean Tomi.
But Thanks all the same!
:up:

schnorchel 02-16-08 08:58 AM

privateer,

Still need your help. maybe is a stupid question, I dont know the E01 which is mentioned in the mtl file and the obj file is invoked from where? Looking forward to your or anyone's help!

schnorchel 02-16-08 09:11 AM

maybe it is a place for emblem.:D


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