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Old 07-18-21, 10:43 AM   #21
Jeff-Groves
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I look at the cfg, eqp, and sns files to see what extra objects I need.
Once all the 3D objects are exported and placed in a single folder?
The hard part starts!

We have to build the Unit just as We see it in Game or in S3D.
Use any 3D program to import the hull of a ship then the propellers to see what I am talking about!


We have to move things into the proper positions!
That means We need to adjust the XYZ and in some cases the rotations of an object!

It is tedious work but has to be done! So here is where a program I bought comes into play!
I use 3D Object Converter. It's $50.00 for a LifeTime license and all upgrades are FREE for life! That's a good deal!
http://3doc.i3dconverter.com/

I use the Geometry Transformation feature it has! That allows changing the XYZ and rotations!
Where do we get that information? Open the dat with S3D and select say a propeller.
You'll see the XYZ and rotation listed! Pretty slick eh?

I always wondered WHY no one wrote an exporter that does that transformation on export.
Then have an import that discards it.
Oh well.


I'll do a mass import of some parts and post an image so you can see the offsets AS EXPORTED with Pack3D.
See the problem with the placement of a propeller?


Now you can adjust positions with other programs I'm sure so you may not want to pay money.
That's up to you. I also have scripts for 010 that do the same thing. But again. You need to buy that.
I do have a script for 010 that does take in the offsets and exports the objects but I've never finished it.

Here's the Transitional Information as viewed in S3D of that propeller.


Should you need an explanation of WHY SH3 and SH4 do it this way? I can explain all that.
Don't think it's necessary at this point but I know the work flow and the how and why.

Last edited by Jeff-Groves; 07-18-21 at 11:22 AM.
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