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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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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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#2 |
Stowaway
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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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#3 |
Stowaway
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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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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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-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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#6 |
Stowaway
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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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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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found two tutorials in oman, but it ain't no sub !
http://www.subsim.com/radioroom/showthread.php?t=135519 |
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I'm doing it, got the ids on the JB tower, now to texturing.....:hmm: see my tuto thread
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