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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? |
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 |
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? |
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: |
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. |
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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 |
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. |
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You are an expert:up: . Do u mean that I must use hexeditor to edit it? |
Both files are text files.
Notepad works fine. |
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! |
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You are an expert and my favorit :up: And maybe my SHIII!!! partner -- :rock: |
Glad I can help you guys out.
Not sure what you mean Tomi. But Thanks all the same! :up: |
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! |
maybe it is a place for emblem.:D
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