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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
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Moin,
iīve problems getting self made *.obj files into the game. After reading lots of threads concerning the export dialogue settings iīve found a tutorial made by Seeadler but unfortunately all screenshots/images were missing. I wonder if someone could advice me of a location where to download those pictures or how to set 3dsmax properly to export to *.obj file that doesnīt cause a crash to desktop after starting the museum out of SHIII. Regards, DivingDuck |
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#2 |
Ace of the Deep
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Sensai's Pack 3D programm (see sticky thread) is i think? the only way to get obj files into the game (via exporting/importing them into the model dat files cloning etc)..
there is some talk of the problems with 3dsmax in that thread--i don't have 3dsmax so i'm not going to be of much use to you on that score-- i haven't seen seadlers tutorial around i must admit-- me i can model with little problem and import again with little problem--but the TEXTURES!!! man what a head-ache-- ![]() ![]() takes all the fun out of the thing i've made a Blohm und Voss BV 138 sea-plane that i just thought would look nice as a docked ship in harbours etc etc--- the model was great fun to make--the textures utterly impossible --definitely no fun i've made four different versions and spent a week trying every trick in the book and i'm no wiser now than i was a week ago as to why it just won't accept the texture mapping--there's some sort of multiple redunancy thing going on with the textures in SH3--well over my head
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats Last edited by CB..; 07-11-06 at 06:35 AM. |
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#3 |
Grey Wolf
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@CB..
Importing *.obj files into the *.dat file using Sensalīs Pack3D is not the problem. In fact everything works fine until i start the MUSEUM out of the SH3 Main Menu. It starts loading but shortly prior reaching the 100% it ends up in a crash to the desktop. At first I thought the model could be too complex, but the same problem came up using a simple cube. Even when i import the original *.obj into 3dsmax, export it whitout any changes and reimport (Pack3D) it into the *.dat it does NOT work. So the problem is definitely a question of the right export dialogue settings in 3dsmax. But anyhow, thanks for your reply. Regards, DivingDuck |
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#4 | |
Ace of the Deep
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![]() Quote:
i must admit i have never used the museum when actually playing the game--i certainly haven't checked to see if the same thing occurs when i view my stuff in the museum--and aprt from some sort of obviuos anxiety regarding what might be the cause if it did--as long as the model file worked as per normal in the game it self--i'd be inclined to look else where for the problem--if the model file works in game then it should work in the museum---chances are the issue is either with the museum renderer or with some of the data base entrys that store and show the models specifically within the museum interface-
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#5 | |
Grey Wolf
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@CB..
Quote:
At the present stage of my "work" iīm just checking how the whole thing works. And it appears that i have the same problems i had years ago modeling aircraft for the flight simulator. Itīs not the models, itīs always the damn naming- and or file format conventions that slow me down or bring all my efforts to a stand. Regards, DivingDuck In case you donīt understand what iīm saying, i beg your pardon for my bad English. My German is better, though. ![]() |
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#6 | |
Ace of the Deep
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perhaps the issue is with the cloning process? i recomend trying your work in a mission to test wether they show up ok there--i never test in the musuem because it takes twice as long for me to load the museum than it does to load a mission dunno why--
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#7 |
Swabbie
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#8 | |
Grey Wolf
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Moin,
@Jg511 Schakal Quote:
![]() Regards, DivingDuck |
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#9 | ||
Rear Admiral
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#10 |
Grey Wolf
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Hi,
@bigboywooly even though iīve some experience in 3d modelling iīm planning on creating a nice fishing vessel first. Since iīm always running out of time i donīt want to rush into a bigger project yet. Iīve done that before with flight simulator and donīt want to do the same mistakes again. But if you have some suggestions what vessel first, please go ahead. All i need are some blueprints. And i would appreciate if someone could do the work that goes beyond modelling, such as puzzling all parts together with Pack3D. Regards, DivingDuck Last edited by DivingDuck; 07-12-06 at 05:25 AM. |
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#11 |
Grey Wolf
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Hi,
@Jg511 Schakal iīve encountered new problems. After exporting the *.obj from 3dsmax using the same settings as you and reimporting them into the *.dat very bad looking and angular 3d models show up in the museum. It looks like the smoothing groups were lost during the export/import process. ![]() ![]() Any suggestions how to fix that? Regards, DivingDuck Last edited by DivingDuck; 07-13-06 at 06:26 PM. |
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#12 |
Swabbie
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Did you smooth it in Max and collapsed the stack before exporting it?
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#13 | |
Grey Wolf
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Moin,
Quote:
But, as always, the next problem appeared already. The textures are missing in SHIII. When exporting from 3dsmax a *.mtl is created, specifying the used *.tga files. But for some inexplicable reason they donīt show up in the MUSEUM. The model is grey. Regards, DivingDuck |
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#14 |
Admiral
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On - Use materials
Off - Smooth Add: # of Digits: 6 ... 8 Last edited by Anvart; 07-26-06 at 10:53 AM. |
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