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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
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Is there a modding tutorial for beginners who might want to plunge into this world? In flight sim (my background) there are several step by step tutorials for modding airfields, cockpits, aircraft etc.
For example: a beginning tutorial that would, perhaps, guide one in just putting an open book on the Captain's bunk, with descriptions of what programs are needed (and a source for obtaining them), and follow-on tutorials that would ramp up complexity. The more people we can get involved with permissable graphics modding, the richer the environment for all. It would also enlarge the community able to help people like Urisch (sp?) in his work on enlarging the viewable space beyond the radio room. There are many people involved in the art world, who may have no background in 3D graphic design or modding, but who could contribute to the graphical experience with some tutorial availability. Am I too naive? Or is there already something out there like this? |
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#2 |
Stowaway
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Well, I got Hex Edit 101 started.
A good modeling thread would be cool also. |
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#3 |
Stowaway
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I don't know if this will help someone but,
When I export from 3ds Max the top of the file has Max info about mtl and such that doesn't work. I copy the mtl info from the exported obj files and paste it over the Max stuff and that fixes it. If anyone wants a better idea what I mean I can post the stuff. Looking at Wings3d, this may be the same thing to help there also. :hmm: |
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#4 |
Stowaway
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OK, Here is an example of the problem and fix for 3ds Max.
file exported from 3ds Max: # Max2Obj Version 4.0 Mar 10th, 2001# mtllib ./SHD_Ttest.mtlg# object NSS_Uboat7c_hull to come ... # This is the corrected file: #id-e8d5e5aa806084a2 File: # decripted by Pack3d mtllib Turm7c_4_hd.mtl o Turm7c_4_hd g Turm7c_4_coning7c_High # 7840 vertices, 7855 triangles, 4179 textures coords Note: These are 2 different file headers from different models but You should get the picture. |
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#5 |
Stowaway
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OK, Here is a Wings 3d example.
Wings 3d export header: # Exported from Wings 3D 0.98.32a mtllib Turm7c_4_int_coning7c_High.mtl o Turm7c_4_hd #xxxx vertices, xxxx faces Corrected version: #id-e8d5e5aa806084a2 File: # decripted by Pack3d mtllib Turm7c_4_hd.mtl o Turm7c_4_hd g Turm7c_4_int_coning7c_High # xxxx vertices, xxxx triangles, xxxx textures coords These are the exact same files!!! I just put the xxxx's in! Once I correct this in note pad or Hex edit I have not seen a texture map problem again. Can anyone confirm this solution? |
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#6 |
Stowaway
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Well, I noticed I've been makeing some typeing mistakes all day
so, I've scheduled a meeting with myself Monday Morning to address this. If I don't get it together, I will be force to fire myself! I just hope, should it come to this, I don't go loopy and shoot myself! ![]() |
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#7 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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MM |
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#8 |
Stowaway
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Well, If I know me, I won't show up to face myself!
:rotfl: |
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