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Old 09-17-05, 04:27 PM   #1
martes86
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Default New 3D extracting/packing tool by Sansal

For those of you who may have not read this, there you go:


Quote:
Originally Posted by Sansal
Hi boys:

As a continuation of awesome work of Lurbz ( http://www.subsim.com/phpBB/viewtopi...c&start=50#top ), i'm making a new utility for extract and modify the 3D objects. It isn't finished but one of her functions is clone any unit in the game:

http://www.24flotilla.com/Descargas/sh3/Pack3D.zip ¡¡¡¡¡¡Note: Unmark "Use folder name"!!!! in the extrator

It need the JRE of Java http://java.com/

Options:

O: Output all 3D parts and TGA in a subdirecctory named 3D


I: Reinsert a TGA in the dat without the actual restriction of size. Now i'm working in a problem with reinyection of .obj It's important that the three or two prefix name tga was in the format 3_new_name.tga and this number are equal as original tga.


L: List, in few seconds, all chunks in the .dat, .sim, .zon, .val with details of name, size and position in the file.


T: List only id of chunks

C: Clone object. The number can be any long


It no have a GUI (windows interface) but i will make it when all functions are finished. For this reason only work in the Console (MS-DOS) of Windows, and the best form to work with object is copy the programa and files in the same directory, sorry about this.

Cheers,

Original post here: http://www.subsim.com/phpBB/viewtopic.php?t=42918
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Old 09-17-05, 05:19 PM   #2
stljeffbb1
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This tool that Sansal made is GREAT!!!!!

:|\


No more if you want to clone objects!

Now takes about five minutes when the process used to take at least an hour, sometimes more!

If you want to clone an object to change how basic elements look, it MIGHT be necessary to still clone the "old fashioned" way....I'm trying to modify how a BB Revenge looks using only the data from the Sansal tool, and I will report my findings back to the message boards if and when I have anything to report....I'm still somewhat new to the whole procedure, so it will take me longer than some of the masters of the clone that reside here on the boards!

......However, if you are looking to just clone objects to, say, put different load-outs on them, or assign them different roles,

The Sansal tool is AWESOME!!!!

Just clone, insert in data/air and roster/(country)/air (or change "air" to "sea", or whatever), and you are ready to add to the mission editor!!!



-Jeff
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Old 09-17-05, 05:36 PM   #3
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Marvelous work Sansal!

Looking forward to trying it out. Thank you for making it easier for all of us.

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Old 09-17-05, 07:16 PM   #4
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I'm gonna look into it. BIG BIG BIG thank you Mister, this is the best breakthrough thus far it seems. Looking forward to seeing more progress on this. :|\
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Old 09-17-05, 07:31 PM   #5
iambecomelife
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Sansal's updated it, so make sure to get the latest version.
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Old 09-17-05, 09:21 PM   #6
Sansal
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It's a little change. Now it clone .cam and other bug when we import a obj. But there are more work to do.

http://www.savefile.com/files/8997119

Thanks to all testers; Rubini, stljeffbb1, iambecomelife, Jurge, Sergbuto, AG21,....and Lurbz for something incredible; to break the format, and give us her description.
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Old 09-22-05, 04:24 PM   #7
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Sansal,

I tested your tool and tried to extract, modify and import back some objects and I see now why there is a problem with textures for reinserted objects.

Both lurbz's DATNavogator and your tool do not extract/write back the full information concerning 3D-object faces. This becomes a problem for objects which use more than one texture plate, such as hull+deck+bridge/superstructure which come together in a single block/combined object for all the ships in SH3.

Here is an extract from the lurbz's description of Type 1: 3D chunk
Quote:
triangle data: there are ntri triangles and their texture mapping, each one is as follows
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
????????????: one byte
The byte with question marks which lurbz could not identify is actually the texture plate number out of those used for the object. Say, usually three textures are used for the hull+deck+bridge object of the SH3 ships, their numbers will be 0,1,2, respectively. The texture number is written in the faces section in the 13-byte step.

This needs to be taken into account in the tool upon extracting/importing objects. It is also important to find the way to take this into account when entirely new object using a few texture plates is imported as a part of the entirely new model, created externaly by some other program.
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Old 09-22-05, 05:39 PM   #8
Sansal
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Thanks Sergbuto:

I saw this but i don't know how to control it. I'm working with only one texture, the number 0 that is the first tga in the dat (Daly go off ). I think that is the most simple because we can put all textures in only one tga (now we don't have restrictions in the size of the file) but this need remake the uv map to alocate this faces that now work with 1 or 2 number texture.

This is the version that works with this idea. http://rapidshare.de/files/5416649/p...20105.zip.html

You have more experience than me with 3d editors. Do you like test this posible solution? it seems work.

Saludos,
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Old 09-22-05, 06:07 PM   #9
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It can be used to clone objects and create new ones?
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Old 09-23-05, 02:27 AM   #10
Sansal
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Quote:
Originally Posted by Flakwalker
It can be used to clone objects and create new ones?
Yes.
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Old 09-23-05, 03:00 AM   #11
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Sansal,

Are you able to add water reflections to new objects you create... like the Milk Cow for example?
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Old 09-23-05, 04:21 AM   #12
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Yes. You need import the same object 3 times. The objects with reflexion have two more labels with prefix SHD_ and REFLEX_ the 3d obj is the same.

Whe the tool will be finished you can control any property of this unit. Velocity, mass, power, ia....all that i can identify in the files.

Saludos,
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Old 09-23-05, 09:53 AM   #13
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What I am wondering is... can you substitute the reflection of the S-Boat to the Type II U-boat to give it a reflection?

It wouldn't be perfect.... but would be better than nothing... which is of course the way it is now.
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Old 09-23-05, 04:13 PM   #14
Sansal
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This is the result, as any other ship :-)

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Old 09-23-05, 04:44 PM   #15
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Can we get a mod made that gives reflections to all the U-boats that are missing reflections (both hull and conning tower reflections)? This has been one of my pet peeves with the game, so it would be great if we could get something like this into RUb, and I'm sure the other folks with major mods out would be happy to get this finally sorted out.
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