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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#526 | |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
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Great... is possible? |
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#527 | |
Pacific Aces Dev Team
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#528 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Holy crap, I just noticed one hour ago there's a Save/Load option in the UVW unwrap modifier that saves or loads uvw's from a *.uvw file. Why did nobody tell me!!! :rotfl:
It took me 30 mins to debug the file in a hex editor, change my exporter in another 30 mins and bam, instant multi UV data into Max. Crap... :rotfl: On a side note, this obviously won't help users that work in other 3d studio's, so my question is, are there similar functions in ie. Maya/Blender?? If yes, I prefer going this route instead of multi obj-files. All you need is one obj-file, and one uvw file (regardless of number of channels as far as I can tell now)... I find this very humorous and annoying at the same time... So Maya/Blender users, please look for a similar function and let me know... ![]()
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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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#529 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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So ok, I implemented both ways, for Max users, they can do the 'easy' method of importing .uvw files. Then there's also the fallback option to import/export using additional .obj files per uv-channel.
Also the number of provided options should give everyone the flexibility to use any 3D studio of choice. Export works fully, import about 95%. Then the inevitable QA checks, and then release. ETA, probably a couple of days. ![]() ![]()
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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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#530 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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Congrats on getting it fingered out, Skwas
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#531 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() ![]() ![]() "С чем боролись на то и напоролись" ... OK. About screenshots ... It is better to use standard 3DS Max terminology (for me) ... P.S. and may be ... http://usa.autodesk.com/adsk/servlet...&siteID=123112 http://www.softimage.com/downloads/C...k/default.aspx
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-15-08 at 12:59 PM. |
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#532 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I do not understand Russian
![]() @everyone The default settings are all finetuned to use with the Max import/export settings that Anvart has posted in another thread. So basically, you don't have to change anything in Max and S3D if you have previously followed those guidelines. I will post a walkthrough soon (when I release this version) explaining every option (and how to load the extra uv's in Max) for anyone that needs to know... I can't do this for other 3D software, but I'm sure others will.
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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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#533 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Oh, and here's a Yamato twice as wide, with AO map.
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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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#534 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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![]() ![]() ![]() ![]() SHE'S GONNA BLOW!!! :rotfl:
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![]() ![]() ![]() Let the Beast inside you free! |
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#535 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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so am I ! way to go skwasjer !!
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#536 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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ARE YOU READY FOR IT?
Well, just a bit patience :rotfl: Seriously, I've just about finished testing v0.8, which, next to model import/export features a couple of other cool improvements. I still have to do the documentation/installer/website, but I'm happy this is finally sorted now. I'd like to say one thing regarding this release (and more importantly, model import/export), don't 'expect' it to work. This is not to say I did a sh!tty job because I'm sure it will work in most cases, but there's hundreds and hundreds of lines of new code, that most guaranteed will contain one or more bugs somewhere. It's just to make sure everyone takes this new functionality with care, and tests their projects/customizations carefully before releasing any mods. For that matter, consider v0.8 as a whole 'unstable'. I won't publish it either using my autoupdate feature (yet) to prevent the mass from using it (without reading this). You will be allowed to install it side by side with 0.7.x although you can't run them simulteously... This ensures you can fall back if you run into problems. So, make sure you make backups of your own modded files (which you should do regularly anyway), if you start using this release to avoid drama later. I say this all in advance, so you all are warned... Obviously, I appreciate your feedback if you run into any issues. I'm not sure if I'm gonna make it tonight, but I'll try. If not, no later than tomorrow. Get your models from your backup drives, and prepare to lose some sleep people... ![]()
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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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#537 |
Stowaway
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Very cool.
![]() I hope you corrected the little thing I PM'ed you about also. No big deal to me but.......... ![]() |
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#538 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Yes I corrected this, although I haven't tested it to death. The fix worked on the models I did try...
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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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#539 |
Stowaway
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Cool.
I know Pack3D has the same problem if you try useing certian versions. I just did a name change to get around it. ![]() Just figured I'd save you some 'splaining' time. :rotfl: |
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#540 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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As promised. Can be installed side-by-side with v0.7.
This is a private release, only distributed through this thread. It is NOT available on my own site. Until I have some positive feedback, that is... Now I want to see new ships fully mapped TOMORROW. And fully mapped, new interiors NEXT WEEK! OK??? ![]() [edit] For a walkthrough see this thread: http://www.subsim.com/radioroom/showthread.php?t=135177 [edit2] Please make a backup of your own mods pre v0.8. In case of problems, use that backup with v0.7. [edit3] For obj-files, best use a high float precision, both in S3D and in 3D studio. 8 or higher at least. This ensures both accuracy and S3D can optimize the UV table better. Version v0.8.0 - The download has been removed and replaced by a newer version. Please follow my sig links 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 Last edited by skwasjer; 04-22-08 at 05:29 PM. |
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