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Old 04-19-08, 07:15 AM   #1
keltos01
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Default 3DS detailed steps sub obj import/export

could someone post the missing link : Skwasjer made a tutorial about the export of 3d models from S3D then the import to 3D studio max, and the opposite operation : export from 3DS import into a 3d model in a .dat file, what I really need are the steps between :
a 3ds walkthrough of what to do from the point where I've imported the 3d .obj model :

how to get any texture to fit properly on the object
how to re wrap uvmaps (if needed)

is the sub's position in 3ds important at all

do the tubes need to have holes at the end
how can we see the coordinates of a given point in respect to using them in the .dat

and :
all the necessary steps to be ready to export a obj model and all the maps.

I know Autocad, but I'm kinda newbie to 3DS
thanks



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Old 04-19-08, 08:54 PM   #2
Madox58
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OK.

You are asking alot that really should lead to a nice 'How To'.

So let's start with the easy stuff first.

Q: "is the sub's position in 3ds important at all"
A: YES!! Don't move anything unless you understand how to reposition it in the dat file itself.

Q: "do the tubes need to have holes at the end"
A: As the tubes are UVed on the inside, Yes.
When the tube doors open you see the inside of the tubes.
If you capped them, you wouldn't see this.
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Old 04-20-08, 09:40 AM   #3
Madox58
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Q: "how can we see the coordinates of a given point in respect to using them in the .dat"

A: Download this file
http://www.mediafire.com/?tgigyjzx0cx

Place it in your scenes folder.
(Example path = C:\Documents and Settings\Jeff\My Documents\3dsmax\scenes)

Open 3DS and then open the file.
It will change your grid spaceing and such.
Now move the curser around and note the X, Y, Z boxes.
Those are now direct numbers to use in S3D for placeing objects.
In SH settings .1 = 1 meter
The boxes show .1 meter so just enter the numbers you see in the box.

Note that this is what works best for me.
Others may have a different way to translate the numbers.

I use Deep Exploration for positioning information also.
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Old 04-21-08, 06:38 AM   #4
keltos01
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Default ref grid

ok, loaded the ref grid into 3ds. I'm also making a tutorial in word7 taking data from all posts that concern the editing/texturing/exporting/importing of models in sh4.
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Old 04-21-08, 07:38 AM   #5
keltos01
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Default

-loaded Privateer sh4 scene to get sh4 coordinate grid system

-imported the gato hull
-unwrapped uv maps
-imported the Jyunsen B hull
-Rotated x 90 z -180
-moved z=-0.103 so as to get the deck at the same height as the gato deck
-unwrapped uvmaps
mofifiers->uvcoordinates->unwrap uvw
-selected jyunsen B hull
M ->material editor

-select gato hull material
assign material to selection -> it assigned the Gato texture to the Jyunsen B, although it looks sideways..

MISSING HOW :
to assign and it takes shapes of new hull
how to rewarp uvw maps

then I did :

-select gato hull
right click - move - move x=2,5m

-select JB hull
right windows : click editable mesh
Click element

select what you wanna remove (flag, aircraft, crane, deck gun)
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Old 04-21-08, 08:01 PM   #6
Madox58
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If Mikhayl doesn't beat me to it?
:rotfl:
I'm working on the UV stuff for you.
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Old 04-22-08, 02:50 AM   #7
keltos01
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Default tutorials

found two tutorials in oman, but it ain't no sub !

http://www.subsim.com/radioroom/showthread.php?t=135519
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Old 04-22-08, 05:27 AM   #8
keltos01
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Default tuto

I'm doing it, got the ids on the JB tower, now to texturing.....:hmm: see my tuto thread
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