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S3D coordinates, conning tower
Hi,
I'm trying to export Gato sub via S3D-> Blender -> UE5. I exported most of the things ok, but have real trouble with conning tower bits and pieces coordinates coordinates. Some items work ok, but some I just can't get going. At the highest level, 2: Node Chiosc_NSS_Gato_04, there are already some coordinates set: X: -0.01423397 Y: -0.00610776 Z: -0.6417547 Then, the conning tower model, 11: Node Chiosc_NSS_Gato_04 has another set of coordinates: X: 0.0000000268221 Y: -0.2514915 Z: 0.1076843 And then the items themselves - like 44: Node B Capsule Munitie, which has XYZ esentially 0, but has 180deg rotations along X and Z axes. Except that it places the mesh nowhere near where it's in S3D. Same with Antenna. Also, when I tried to get in the instruments, I'm confused. Instruments have their own coordinates (in sensor_sub_us.dat file), but there are also attachment points in the conning tower file itself (say 74: Node cfg#I01_NSS_Gato_Tower_04). I could, of course, just place the meshes just somehow, but it feels wrong.. So any advice on how to calculate the position would be really welcome! In Blender, I'm trying to follow the hierarchy from the obj file, and am using delta transforms. --smm |
Using the SJ radar mast as an example, in the sub sensors file. The bottom of that device is "zero" if you will, but it will use the "off-set" of the node "mount location" in the Objects folder Conning_SubName_xx.dat file, such as R01 at x=-0.00001383275, y=0.1520841 and z=0.5852619 in the Balao conn... Same thing with deck guns (M01) or AA guns (A01), or even the conning tower itself mounting to F01 on the hull.
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Well, almost. I found that you need to switch the direction of the Y axis, so for example, I01 location is (to a second decimal)
X: 0.04 Y:0.64 Z:0.85 you need to change it to X: 0.04 Y:-0.64 Z:0.85 Beats me. Similarly, in a few cases I found that the axes were switched, and sometimes one of the axes was scaled. Duh. |
There is a built-in "off-set" in the Sensors_Sub_US file (x, y, z coordinates), so you might have to "add" that off-set to the node's off-set. The irritating thing is that there is minimal consistency in the game for such, as you have found... Good luck with your endeavor! :salute:
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You need to back track to parent nodes placement values and add all of them to the object,
I01 goes back like 3 times until your at the start of values. Just click on the Parent ID and you'll find them all. |
I did that, and that still didn't work, or rather, it worked for some, but not other. TBH, I think the problem there is blender rather than S3D. The child object in Blender should be relative (with delta transforms) to the parent, but it's not always so.
I was parenting the objects when the transforms were still all 0, changing the transforms afterwars. For most of the objects it worked great, for some, it was just way off (TBT base for example had origin quite a few metres elsewhere than the persicope superstructure). Nevertheless, I got it all now. --smm |
I'm not a Blender user so don't know what the problem is there.
I also don't use S3D to export the 3D meshes. I use a different program that exports ALL the meshes in one pass. Even that one does not account for all the offsets or rotations of a given part. Every program out there ignores the Parent-Child-GrandChild-etc relationship. |
Out of curiosity, what do you use to export all the objects in a single pass?
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It's a program called Jammu
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