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Old 10-16-05, 10:50 AM   #46
Sheppard
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Hey Sansal, any chance of updating Pack 3D so we can edit the values of the nodes, and whatnot without having to use a hex editor?
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Old 10-16-05, 02:55 PM   #47
Sansal
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Quote:
Originally Posted by Commander1980
Thank you Sansal

huh, this can be difficult. Maybe i can evade that problem with finding another solution. anyway, i have to rebuild and reclone the whole ship, because there are unknown game-crashes that i cannot identify.
Ever you make a backcopy....any byte in the bad position will make a CTD.

No it's easy.

Quote:
Hey Sansal, any chance of updating Pack 3D so we can edit the values of the nodes, and whatnot without having to use a hex editor?
When i edentifity how works all chunks....so hard.
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Old 10-16-05, 06:32 PM   #48
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hey Sansal, just tested you tool, really nice indeed. it worked well in 3dsmax7, but I'm having problems finding the u-boat's tower...
where is it in SHIII's folders?
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Old 10-16-05, 08:53 PM   #49
Sansal
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Hi:

Is in data/objects the towers (turms) are very detailed; 21.000 polygons only the interior. I can't do modifications with Maya, i have problems to import after. Can you say me if works for you?

Thanks
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Old 10-17-05, 11:44 AM   #50
UBOAT234
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Default UPDATE PACK 3D

HI SANSAL,

HAVE YOU UPDATE YOUR PACK3D?
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Old 10-17-05, 01:29 PM   #51
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ok Sansal, I'll test it
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Old 10-17-05, 03:24 PM   #52
Sansal
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Default Re: UPDATE PACK 3D

Quote:
Originally Posted by UBOAT234
HI SANSAL,

HAVE YOU UPDATE YOUR PACK3D?
There are a little modification now it can open .anm files, only this.

I will be finishing my type XIV to know what files and chunks we need change and her relations and structure to make:
  • 0.- Open Prashes_voice_*.dat in data/library
    1.- Export a obj "All in one" (then we don't need work with SHIII at same time)
    2.- To see the 3d object directly in Pack3d (now is easy with obj format)
    3.- Edit chunks and properties when i will understan all types 10 and 13.
    4.- To delete a object or to insert a new object.
    5.- To make SHIV OpenSource (It's a joke )



This weekend i start the new version.
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Old 10-17-05, 05:43 PM   #53
UBOAT234
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Default I am sorry

I am sorry for capital... have the problems with the keyboard caps lock...

A problem very hard is the: remap texturing.
Thanks for your great work

Uboat234
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Old 10-17-05, 08:10 PM   #54
iambecomelife
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Hi Sansal - I keep getting error messages when I take extracted parts from one ship and add them to another:

java.lang.NumberFormatException: For input string: ""

What does this mean?
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Old 10-18-05, 04:01 PM   #55
Sansal
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I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.

I don't have problems with this traslations.
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Old 10-18-05, 04:34 PM   #56
iambecomelife
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Quote:
Originally Posted by Sansal
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.

I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
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Old 10-19-05, 12:56 AM   #57
Cdre Gibs
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Sansal

Every time I try to import an obj that I have moved in wings3d I get this msg at the bottom of Pack3d

"Java.Lang.NullPointerException"

And then when I look at the ship in the Museum, it no longer moves and the part I tried to shift is still in the same place!!

Wings3d is such a crappy program as well, I just wish that the importing into MAX worked better.
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Old 10-19-05, 02:09 AM   #58
Seeadler
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Quote:
Originally Posted by Cdr Gibs
Wings3d is such a crappy program as well, I just wish that the importing into MAX worked better.
What's your problem with the import in MAX?
I import/export several times the skydomes and harbour buildings in MAX and use the included OBJ import and the 3rd party export plugin MAX2OBJ for that.
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Old 10-19-05, 05:59 AM   #59
Cdre Gibs
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What version of Max are you using ? I put the Max2Obj and Obj2Max plugin's in but Max gave me an error since it already has an Obj importer/exporter. It stated "To many pathways" and will not enable the plugin's at startup. The inbuilt importer/exporter keeps EFN the damn model up beyond all recognition, with over 70% of all face's fliped and I'm NOT gonna spend 2-3 hours getting them all back the right way round. When I do finally get the model sorted in Max (if its a small 1) I then export it back into the 3d folder of the ship in question then use Pack3d to import it into the ships dat file and Again I get another Java error msg (cant recall it ATM) and yet again the obj I want to tweak shows no change.

All we need is the bloody proper MAX tool for SHIII Like we were promised FROM Ubi, the ruddy tosser's (yes I'm pissed off).
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Old 10-19-05, 06:01 AM   #60
Sansal
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Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by Sansal
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.

I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
The textures need be the same in the .dat and the new 3d object. In other words, the .mtl of the new object needs to have the same materials (names and .tga) that the name_of_ship.mtl exactly the same names for a correct importation.

How to do this? There are few solutions.

The most easy is, one time you have the new object in wings3d, the first think is that change the materials of this objects for the materials existing in the new_ship.dat file, then save this new desing and you can import it to the new ship. With this we are sure that the .mtl of the new object and the textures of the new_ship.dat will be the same names.

Sorry my english. I can't explain good.
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