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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1051 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Skwasjer,
Thank you for all you have done, and good luck !!! I hope this is only a temporary setback and things work out. Best wishes!!! Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#1053 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#1054 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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not sure but it seems there's something wrong with the uv map.
It says there are too many texture coordinates, so I guess either the model has so many texture coordinates S3D can't handle it or there are more texture coordinates than there are vertices. Try resaving the model, sometimes when I import a model S3D gives an error until I resave the model.
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#1055 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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first time ever this happened to me ! keltos |
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#1056 |
Swabbie
![]() Join Date: Jul 2007
Posts: 5
Downloads: 16
Uploads: 0
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dict.tu-chemntiz.deDe <> EnDe >> EnEn >> DeEnglishDeutschProverbs (En)Sprueche (De)
Excellent work on the editor works great. thanks for your efforts |
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#1057 |
Officer
![]() Join Date: Jul 2009
Posts: 241
Downloads: 21
Uploads: 0
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To keltos01, I ran into that same problem when importing another sub I've been working on. (Not the Blackwolf) I also ran into a too many triangle error. from what I can tell it's probably an importing cap so you don't import more than S3d can handle. There are two ways to solve the problem.
1. break the ship up into separate parts so the texture coords are less. 2. use the UV map for the texture and bake the AO map from it. The texture coordinates I got my sub down to so I could finally import just the hull was 53,242. |
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#1058 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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great time to have a problem
I am doing some modification to a .dat file, and whenever I try to add a 3d model to a node as a child node it just drops it to the bottom where its useless, and I can't import it because it says it is not associated with a parent node. but i added that 3d model as a child node and when I collapse the node, you can still see the 3d model child node? Help? Edit: okay, it will let me copy/paste into another node, but sometimes it does this and sometimes it doesn't?
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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! Last edited by Sledgehammer427; 07-04-09 at 03:24 AM. |
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#1059 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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you must link the parent node to the child 3d node instead of the other way around.
Select the parent node, in the right screen open the 'Linked 3d model' section. Now in the 'Model Id' box paste the ID of the 3d model. They should be connected now.
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#1060 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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I've got a problem myself too, when using (semi-)transparent textures. In S3D everything looks as it should, but in game the colors get all messed up:
![]() the texture used by this model is just a plain texture, RGB 167;167;255, alpha 128, but depending on the models orientation the color changes. It should be possible to have semi-transparent textures, look at the flying dutchman for example, that one hasn't got any rainbow effect. Anyone have any ideas how to get it working?
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#1061 |
Officer
![]() Join Date: Jul 2009
Posts: 241
Downloads: 21
Uploads: 0
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I have a suggestion, why don't you take the material from the Dutchman and export it as a raw chunk. Then import it with the mod you want and see if that works. I don't know what the folder for the Dutchman is called though but I'm sure tweaking the already made material could produce the effect you want.
(edit) Found it, the folder is NFD. |
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#1062 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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Yep I already tried that, using the exact same texture the FD uses. But instead of a ghostly green I get a colorful rainbow
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#1063 |
Officer
![]() Join Date: Jul 2009
Posts: 241
Downloads: 21
Uploads: 0
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Hmm, just messed around with the texture and I can't get anything better than you can. I too would like to know how to get this to work cause I have a sub that's gonna need clear pieces for two parts.
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#1064 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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EDIT: It should be noted that ships in game don't have this effect, but generated objects do (like depth charges) so there may be some controller affecting the behaviour. Either way, there's no excuse for things to behave differently after restarting a mission.
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#1065 |
Stowaway
Posts: n/a
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Take a look at how the Glass is handled in the Aircraft.
Perhaps that will help? |
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