![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#46 |
Captain of the Nautilus
Join Date: Mar 2005
Posts: 146
Downloads: 223
Uploads: 0
|
![]()
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?
|
![]() |
![]() |
![]() |
#47 | ||
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
|
![]() Quote:
No it's easy. Quote:
|
||
![]() |
![]() |
![]() |
#48 |
Grey Wolf
![]() |
![]()
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? |
![]() |
![]() |
![]() |
#49 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
|
![]()
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 |
![]() |
![]() |
![]() |
#50 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
HI SANSAL,
HAVE YOU UPDATE YOUR PACK3D? |
![]() |
![]() |
![]() |
#51 |
Grey Wolf
![]() |
![]()
ok Sansal, I'll test it
![]() |
![]() |
![]() |
![]() |
#52 | |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
|
![]() Quote:
I will be finishing my type XIV to know what files and chunks we need change and her relations and structure to make:
This weekend i start the new version. |
|
![]() |
![]() |
![]() |
#53 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
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 |
![]() |
![]() |
![]() |
#54 |
Silent Hunter
![]() |
![]()
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? |
![]() |
![]() |
![]() |
#55 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#56 | |
Silent Hunter
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#57 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
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. |
![]() |
![]() |
#58 | |
Pacific Aces Dev Team
![]() |
![]() Quote:
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. |
|
![]() |
![]() |
![]() |
#59 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
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). |
![]() |
![]() |
#60 | ||
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
|
![]() Quote:
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. |
||
![]() |
![]() |
![]() |
|
|