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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Pacific Thunder
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What I would like to do is move the aft stbd telegraph to the right. Since I don't have a middle mouse button or a scroll wheel (I use a trackball mouse with two buttons) I can't zoom in to the 3d model of the Control Room in Data\Interior\NSS_Gato\NSS_Gato_CR.dat (I think this is the correct file) to change this using Skwasjer's outstanding S3D 9.0 tool. I was able to calibrate the gauges using the S3D tool in Data\Interior\NSS_Gato\NSS_Gato_CR.sim.
I like OakGroove's textures (http://www.subsim.com/radioroom/showthread.php?t=118902) so I installed them in my modded version of stock SH4 ver 1.5 and also calibrated most of the gauges to work using Skwasjer's S3D tool similar to what Ducimus did in his "Gato Interior overhaul and Salmon/Sargo gauge fix" topic. (http://www.subsim.com/radioroom/showthread.php?t=128890) Here is a screenshot of my interior showing my current aft station for the boats that use the Gato textures. ![]() Below, I edited the above graphic to show what I want to do - to move the stbd telegraph to the right and move the gyro left ... (I hope to change the gyro to the knotmeter) ![]() I also edited this graphic Anvart posted a while back ... ( http://www.subsim.com/radioroom/show...1&postcount=50 ) of the aft Nav station to show the knotmeter moved to the center after moving the stbd telegraph to the right - using the stock SH4 textures. ![]() Any help, ideas, etc would be greatly appreciated. Maybe there's a simple solution... lol Art |
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#2 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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1. get s3d
2. ditch the trackbsll...my girlfriend ses one religiously and the ruddy thing drives me insane
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#3 |
Pacific Thunder
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Great idea Mikhayl - when I can find the model to export in that dat I'll do that.
------------- Sledgehammer427 1. I have S3D 2. Since an accident a few years ago trackball is the only mouse I can use now. That's life.... lol Happy Hunting! Art |
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#4 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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my bad, no offense, of course. I'm deaf in my right ear so I guess were somewhere on the same page
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#5 |
Pacific Thunder
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That is perfect - Thank you so much Mikhayl
Happy Hunting! Art |
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#6 |
Pacific Thunder
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Almost there .....
After importing the modified "_Cadrane" into the NSS_Gato_CR.dat I am now missing the knotmeter. I don't know what I did wrong? ![]() The inserted image in the above graphic is a closeup of the (missing) knotmeter texture. (I haven't calibrated the gauges for the new model yet) I extracted the rar into "Gato gauges" folder on my desktop, opened NSS_Gato_CR.dat in S3D, found node 298 - "_Cadrane", clicked the 3D model 291 below it, and clicked Import. All Import settings were identical to the screenshot. Next I started SH4 and the aft Nav stbd telegraph is where it should be now but the knotmeter is missing its texture. I tried replacing Oakgrooves dds textures that I use in the textures Data\Textures\TNormal\tex folder with the stock dds textures in case that was the problem but it wasn't - has the same result. Please - any ideas, help, etc would be appreciated. Thanks, Art |
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Mikhayl, in S3D I saw a dial in the uv-mapping preview in the upper-left corner (stock) move somewhere else leaving a gap. If the dials are only swapped, the two uv images (original and new) should be (nearly) identical.
I did not check the second download you offered. But for what reason should Max render it differently?
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 12-04-08 at 05:21 PM. |
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#8 |
The Old Man
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Oh I see what you mean now. The problem is related to the ordering and assignment of materials... I don't see a problem in the MTL though, the ordering and material names are exactly right:
Cadrane_e88d4094a4d2e800, TDC02_e88d409ea4d40318, cadrane02_e88d4091a4d460d0 Even if the material names don't match, it should still work as the ordering is still right. The material names only need to match if the ordering is different compared to the ordering as set on the node. Guruware export bug? o_O ![]() ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 12-04-08 at 06:41 PM. |
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#9 |
The Old Man
![]() Join Date: Apr 2007
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Materials are teh suck... I'm equally confused :rotfl: I can't count the number of times I yelled at them...
![]() [edit] And I know too little about Max to be of real help.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 12-04-08 at 07:33 PM. |
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#10 | |
Pacific Thunder
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![]() Again, the insert is a blowup of new knotmeter graphic location. I double checked my Import procedure on a clean file .... and again, I am sorry for your trouble and appreciate the help. Thanks, Art Edit: I wish I could tell you it worked. Maybe the Dev's had the same problem? - could explain why they had the stbd telegraph in the middle... lol Edit 2: The Helmsman's knotmeter is now the stock off-white color as it is suppose to be in stock with stock graphics. Last edited by aanker; 12-04-08 at 08:36 PM. |
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#11 |
The Old Man
![]() Join Date: Apr 2007
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Mikhayl, you use Guruware exporter right?
I think the Guruware exporter does NOT internally honor the entire modifier stack (or at least some modifiers) before exporting. I remember reading this somewhere (but I may be wrong). I see you fixed it another way, but it would be nice to understand what exactly went wrong. Did you collapse the modifier stack before export here and earlier as well? I ask this because, I replayed everything from scratch using stock model, moved uv-mapping, replaced material id to 3 for the knotmeter, and imported succesfully using my exported obj together with the other channel obj-files you made (not uvw-files, but this also worked in a 2nd test). It rendered ok both in Max, S3D (which can render textures now too) and in game... the only difference I can directly see is I use the Max stock exporter. Somewhere, some place, something went wrong, but I now don't wish to think it's S3D ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 12-04-08 at 09:45 PM. |
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#12 | |
Pacific Thunder
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![]() It is the "little things" in life........ ;-) Happy Hunting! Art Last edited by aanker; 12-05-08 at 03:58 PM. |
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#13 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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![]() Quote:
![]() [edit] oh wait: Quote:
Anyway, thanks for retrying, but don't bother verifying this if you don't want to.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 12-05-08 at 08:04 AM. |
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#14 |
Pacific Aces Dev Team
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This reminds me.
skwasjer, Once I had a problem with S3D importing the OBJ file with collapsed object hierarchy created in DeepX. The imported object did not have the correct texture assignment, no matter what I tried. In the end I imported the uncollapsed, multi-object file with Pack3D and it worked. That happened only once while it worked fine for OBJ files of other models created the same way, i.e. with collapsed object hierarchy. BTW, give me some time to reply to your PM because I need to do some checking. |
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#15 | |
The Old Man
![]() Join Date: Apr 2007
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The default exporter and importer are (in stdplugs-folder): Max2Obj.dle Obj2Max.dli
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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