![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
|
![]()
Hi all,
i hope you modders out there, can help me with this. I imported a model with silent editor and no matter what i do in the game the model is standing vertical or horizontal but in the wrong direction. So the propellers are suddenly the front of the ship, am i importing it wrong? Or can i change this setting in silent editor somewhere? Thanks in advance
__________________
![]() |
![]() |
![]() |
![]() |
#2 |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
|
![]()
Maybe this will help you:
http://www.subsim.com/radioroom/show...56&postcount=1 I did notice that x in sh4 is x in 3dsMax, y in sh4 is z in 3dsmax and z in sh4 is y in 3dsmax. In other 3d modeling software its even different, for example sh4 model imported to Blender is displayed on z axis (or y or whatever vertical\north-south one is called in Blender - confusing). |
![]() |
![]() |
![]() |
#3 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
|
![]()
So changing the sub's direction needs to be done in the 3D program it was designed with?
No way i can change these values in the silent editor? Thanks for the replies!
__________________
![]() |
![]() |
![]() |
![]() |
#4 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Have you tried using the node rotation tool? If astern is ahead, try rotating the main node 180º in the Y axis
![]() |
![]() |
![]() |
#5 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
|
![]()
i have tried that if i change the Y value to 180 nothing changes.
If i change any of the other values the sub starts bouncing up and down ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#6 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
|
![]()
Still trying to get used to Wing3D here. Used to GMax, and the Y and Z Aixs' are switched so it still throws me off from what I'm used to.
Maybe try changing the axis in 3dsmax is what I would do.
__________________
A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
![]() |
![]() |
![]() |
#7 | |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
|
![]() Quote:
It seems so. In 3dsmax you can rotate it on z axis 180 deg. This how it should look like: "front view": ![]() general: ![]() I though it would help to use face winding setting when importing to s3d, but it doesnt work like I thought it would (still learning). Rotating in s3d (on y axis) works, but Im not sure those values are in degrees...? |
|
![]() |
![]() |
![]() |
#8 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
By default is in radians, but it can be changed to degrees in the options section.
|
![]() |
![]() |
#9 |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
|
![]()
Thanks JapLance! So, I loaded stock sub model in s3d and rotated it 180 on y axis. Works. And if imported model is facing wrong direction, all there has to be done is rotate it in s3d, but will the game accept such model, or will it behave normally in game, I don't know, but should be OK.
|
![]() |
![]() |
![]() |
#10 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
|
![]()
It had to be adjusted in 3dsmax, thanks all for the replies
![]()
__________________
![]() |
![]() |
![]() |
![]() |
|
|