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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 | |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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#347 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Cool. I'm trying to beat up current version to see if anything blows up
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#348 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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Hi skwasjer,
just noticed that v0.53 fails to open ...\data\Library\Binocular01.dat [stock & any other version]. Cheers, SquareSteelBar ![]() |
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#349 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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SquareSteelBar, up to v0.5.3 (current public release) S3D is not very stable with SH3 (modded/patched/stock). By the end of the week I will release v0.5.4 which is made fully compatible with SH3 (apart from some issues with GWX, but I contacted their technical crew)
![]() Please check my online changelog for improvements in upcoming release.
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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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#350 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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Don't worry, mate.
v0.5.3 is much better than v0.5.1 !!! ![]() |
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#351 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Version v0.5.4 - For download link follow link in footer to my site.
This version is now stable enough to use with SH3. I strongly recommend everyone to update to this release! This is a new v0.5 release and replaces any previous releases, so don't forget to uninstall previous versions! New
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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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#352 |
Rear Admiral
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Sweet
![]() I may be calling it quits for TM, but im still tweaking with stuff! Your work has made modding infiinatley easier, and has infact, improved my understanding of some of the various files! ![]() ![]() |
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#353 |
Watch Officer
![]() Join Date: Apr 2007
Posts: 333
Downloads: 225
Uploads: 0
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Great Work, thx
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#354 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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Thanks again skwas!!!!!!!
I'll give the export a shot with Blender and the collabra plugin. Will add the plugins to the toolbox thread in the next couple of days. I've been so focused on getting the deck gun mod working that I'm pretty much dealing with only a small number of files right now, andS3D has worked w/o a hitch on them.
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#355 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Thanks guys, I have a question for owners/users of Blender, Maya and Max. I need some of you to export all 5 models from Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.dat, open in 3D suite, without changing anything export the model again using Collada exporter, and send the files to me... I need some reference material to work on the importer, and I need to know how every exporter writes the models... I will start on the S3D-importer as soon as I have reference files.
![]() If you do, please post here which version of 3D suite you have used, and if possible the version of the exporter plugin, so that others can see if a specific version is already sent to me. [edit] I must add model export is still experimental, and contains some mistakes (matrix for translation/rotation is not written correctly!). Models exported with current versions should preferably not be used as a basis for reworked models! Next update of S3D will have improved export.
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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; 01-11-08 at 10:51 AM. |
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#356 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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you can count me on this one, mate
![]() http://rapidshare.com/files/83268350/exported.rar.html Here's the 5 model files I used 3dsmax R9 alongside s3d 0.5.4 and collada latest (or the one right before, can't know for sure) importer/exporter. Aside from rotation/scale problems wich i can't know if it's correct or not, pure 3d model (vertexs, faces etc.) looks perfectly faithfull to SH4. Also, you don't seems to need doing some tricky normal flippings as in Pack3D (i recall using it, at least with SH3 models, some of their faces would have correct normals and some would be flipped hence a tedious task to have them all the same way) Also, here's a screenshot of what (untouched/default) collada exporting option i used: ![]() Hope that helps ![]() |
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#357 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Whether the scale is right, I don't know. I am unaware of scale info in the SH-files. But the offset/rotation is not working properly in current S3D-export. I've coded it, but there's a small bug that sometimes causes the matrix to be written incorrectly. So yeah, the model is 100% right, but it doesn't per se sit at the correct offset, and may not be rotated correctly...
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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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#358 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Anvart, I don't really understand (no offense), could you rephrase?
Maybe my changelog note isn't really clear. I was referring to both the buggyness of S3D (I therefor rewrote my parser engine a bit) and I was also referring to some errors I found in some files (non-stock). Now more controllers are supported, and even if the controller is not supported due to missing definition or a parse error (from my part or due to a real error), a fallback method is now in place in S3D. Specifically, the errors I was referring to were incorrect size specifiers in some GWX files. I've had contact with them and they told me they'd fix them ![]() If you mean otherwise, then we probably talk about different things ![]()
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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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#359 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Ok cool, now I know what you mean.
As far as the tga_file, It's not really a 'hard' error though, the string is fixed length string of 260 chars, yet null terminated as well, so if the string is shorter, the original (stock) files contain leftover bytes from previous saves. S3D handles this and simply drops the extra bytes, and with a save, it pads the string with zero's, which in hex looks a bit cleaner. ![]()
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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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#360 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Yeea ... You do not understand my humour ... ![]() ![]()
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