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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#466 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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For those that have the automatic update notification disabled, or work with an older version of S3D:
Version v0.7 - Download link in main post (or follow link in footer to my site) I strongly recommend everyone to update to this release! This release replaces any previous v0.5.x/v0.6.x release! 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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#467 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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You are working fast Skwasjer! You should get money from UBI for making this tool :hmm: if it werent for your skills we would all still be using Hex editing and mess up the files one by one and get jiggly water and falling birds from the sky... :rotfl:
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#468 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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After installing the final release of SP1 for window Vista I had positive results on installation and uninstall of version 0.70. Man that was a long weekend for me and no fault of Skwasjer, just the nature of beta testing including service packs.
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#469 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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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#470 | |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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#471 | |
Rear Admiral
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YES! Thank you! thank you! thank you! thank you! :p |
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#472 |
Ace of the deep .
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When i have 2 instances of silent 3ditor open i need to know which is which . It would be helpful if up the top it says silent hunter 4/data/mods/etc . Do you know what i mean .
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#473 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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#474 |
Ace of the deep .
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Support for animations on demand would be terrific in a future release .
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#475 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, Skwasjer.
I use 3DS Max 9 SP2 and Collada import plug-in ver. 3.05b ... Now (S3D ver. 0.7b) mesh import is ОК (without "dust") ... But now object has coordinates from dat-file ... It is not conveniently ... May be to make feature (on/off) of reseting all coordinates (pivot point in 0,0,0) ... And what about materials ...? Now it's nothing ... ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#476 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Thx Anvart for trying and reporting.
I was planning on an export dialog with some options (like export normals, float precision (nr. of decimals), etc...), and I will make the matrix rotation/translation optional as well. I was more or less planning to support multiple model export to one file as well (optional) which is why I had to get the translation/rotation to work in the first place, but I see your point that it isn't always useful. Yes, materials are a bit screwed. I still haven't found the best way to export it correctly. The uv's get exported ok, but assigning them to the correct texture seems to be problematic with the FeelingSoftware plugin. I probably am doing something wrong though, so I am still trying to work that out... ![]()
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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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#477 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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... Yes, for single export more convenient to have the "reseted" coordinates (offsetX,Y,Z = 0 and rotX,Y,Z = 0) ... ... Materials ... m...m...oho-ho ... :hmm: ![]() 1) In this case (Balao propeller etc.) NS_Balao_N01.dds is absent ... but in your interpret. it's present ... Formal action ... ? 2) I think specular takes from a-channel of NSS_Balao_O01.dds file ... or (if in UnifiedRenderControler is cheked) from diffuse map (*.T01.dds) ... 3) You do not use UV coordinates for occl. map (indexed in TMAP section) ... 4) All material param's are default (3DS Max) param's and all material parts have channel 1 ... ... and etc. etc. ... After rendering i see occl. map (*.O01.dds) with diffuse UV coordinates ... ... Yes, materials it's hard work (without Help or SDK) for programming ... Easier to make all manually ... ??? ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-24-08 at 06:54 AM. |
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#478 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I try to focus on importing the geometry now though, and not so much exporting the correct materials. As long as they are 'just a bit' right, I think we just have to settle with it (for now). I mean, it's not so hard to manually fix the materials in Max for rendering previews (assign the correct textures, and assign the correct UV-channels). If we can get at least the geometry imported back into the dat-files, we can always fix up materials using other means (S3D/hex etc.). I only need material assignment info for that (which face, what material index), not actual correct materials. For all I care it's painted orange and green in Max, I just drop that info upon import in S3D. As long as materials in dat are ok (and in same order), it should be fine ![]() Later, when this works, I can always improve the material part... ![]()
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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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#479 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#480 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Oh, and plus UV-channels of course
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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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