SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-10-08, 10:43 PM   #1
schnorchel
Soundman
 
Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
Default 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.

BTW, I have 3dsmax 7.0. Do I need to intall the Import and export plugin?
schnorchel is offline   Reply With Quote
Old 02-10-08, 11:17 PM   #2
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I use 3Ds Max 9 but here are my settings


  Reply With Quote
Old 02-11-08, 12:38 AM   #3
schnorchel
Soundman
 
Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
Default

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


Can u tell if i am wrong on some process to manipulate the pack3d?
schnorchel is offline   Reply With Quote
Old 02-11-08, 04:19 AM   #4
flakmonkey
Grey Wolf
 
Join Date: Jul 2006
Location: Staffordshire, Uk
Posts: 944
Downloads: 78
Uploads: 0


Default

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
__________________
flakmonkey is offline   Reply With Quote
Old 02-11-08, 07:39 AM   #5
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

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.
  Reply With Quote
Old 02-11-08, 10:20 AM   #6
schnorchel
Soundman
 
Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
Default

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
schnorchel is offline   Reply With Quote
Old 02-11-08, 09:50 PM   #7
schnorchel
Soundman
 
Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
Default

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.

schnorchel is offline   Reply With Quote
Old 02-16-08, 01:18 PM   #8
CapZap1970
Sea Lord
 
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 276
Uploads: 51
Default

Quote:
Originally Posted by schnorchel
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


Can u tell if i am wrong on some process to manipulate the pack3d?
don't worry, it's a new tactic they use, specially created for watch crew!!!
:rotfl: :rotfl:
CapZap
__________________
CapZap1970 is online   Reply With Quote
Old 02-16-08, 03:06 PM   #9
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Î÷åíü õîðîøèé ïîñò Anvart!

You may want to copy Anvart's
information posted above.

If you copy and keep enuff posts like these?
You have a manual!
I guess I should take alot of the posts I've copied
and bundle them up.
That would be a sorta manual that could be uploaded.
  Reply With Quote
Old 02-16-08, 03:11 PM   #10
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by privateer
Очень хороший пост Anvart!

...
Хорошо и правильно написанная фраза, Privateer!
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 02-16-08, 03:19 PM   #11
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Mikhayl
Saved that one right away, most useful :hmm:
Thanks for sharing Anvart
No prob's.
I many times wrote these lines on this forum ...
But it is old note, about two-year-old ...
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 02-16-08, 10:50 AM   #12
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by privateer
I use 3Ds Max 9 but here are my settings


... and my:

__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 02-16-08, 01:02 PM   #13
schnorchel
Soundman
 
Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
Default

Thank you very much, Anvart.
Very useful infor. Do you know where I can find a full tutorial about this?
schnorchel is offline   Reply With Quote
Old 02-16-08, 03:05 PM   #14
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by schnorchel
Thank you very much, Anvart.
Very useful infor. Do you know where I can find a full tutorial about this?
I don't know ...
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 02-26-08, 11:49 AM   #15
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Anvart
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.
Quote:
Originally Posted by privateer
I use 3Ds Max 9 but here are my settings


... and my:

... and some notes for mtl-file format:

If the 'Output Material Library File' option is enabled then a material definition file (.mtl)
will be output along with the geometry file. This file lists attributes of various materials.
The mapping from the converter's internal parameters to the .mtl parameters are described as follows:
Ns = Phong specular component. Ranges from 0 to 200.
Kd = Diffuse color weighted by the diffuse coefficient.
Ka = Ambient color weighted by the ambient coefficient.
Ks = Specular color weighted by the specular coefficient.
d = Dissolve factor (pseudo-transparency). This is set to the internal face transparency value.
illum 2 = Diffuse and specular shading model.
map_Kd = Diffuse color texture map.
map_Ks = Specular color texture map.
map_Ka = Ambient color texture map.
map_Bump = Bump texture map.
map_d = Opacity texture map.


... and ...:



It's WaveFront Obj import/export plugin (freeware) for 3D Studio Max by guruware ...
Link:
http://www.guruware.at/main/objio/index.html

... and ...:



It's PolyTrans import/export plugin (WaveFront Obj too ...) for 3D Studio Max ...

... and no bad site:
http://www.maxplugins.de/index.htm
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 02-26-08 at 12:34 PM.
Anvart is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:59 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.