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#556 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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DeepIron, can you have a look if it provides a similar function to save the UVW-data into a single (binary) file? Or even if it loads .UVW files? (doubt it, I think it's just yet another proprietary Max-only format)
It's alot easier to just import the UV-data directly into the actual model in Max, than having to copy it from model A to model B. Anyway, I'm really interested to hear if you can finally start importing some of your models into the game ![]()
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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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#557 | |||
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
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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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#558 | |
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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#559 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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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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#560 |
Ace of the Deep
![]() Join Date: Aug 2007
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It sounds like the GWX guys are starting to look at the SH4 code and develop importing tools. Are they aware of your handiwork, skwasjer?
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#561 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Sure they are. Ref and privateer already use it, and also have assisted in a couple of features, most notably the animations 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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#562 |
Ace of the Deep
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Cool. I consider what you've done to be a huge break through and I don't even mod - but I read a lot of the modding posts.
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#563 | ||
Eternal Patrol
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Location: Alberta, Canada
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#564 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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![]() ![]() Don't come to me when it screws up your game, mods or just doesn't run. You are taking some required steps away, both during installation and uninstallation, not to mention when I have updates available you are going to run into problems. Hell, if it does run, you shouldn't trust that it runs as 'designed'. Stop screwing with the installer, I made it for a reason... ![]()
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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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#565 |
Weps
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![]() ![]() ![]() ![]() ![]() ![]() ![]() A very good work ![]() Many many thanks! |
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#566 |
The Old Man
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Location: Netherlands
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Hi UBOAT234, let me know if you run into problems. It's still a 'first release', so make sure to back up your work. Have fun!
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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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#567 |
The Old Man
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Yes please
![]() Some basic questions: - Did you export it from the .dat using S3D as well? - Has it been previously imported with Pack3D? Give me the relevant chunk index as well so I know which one to look at... [edit] I've already seen two other issues, so I'll update the importer/exporter and provide an update somewhere tonight.
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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; 04-18-08 at 11:13 AM. |
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#568 |
The Old Man
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Location: Netherlands
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Thanks, I'm on it!
![]() [edit] Ok, internally the texture coordinates were not optimized for the main obj-file, only for subsequent channels and this caused that error. Your test.obj file contains 14018 texture coordinates but is not optimized (duplicates removed), this can be reduced to 1889. If this was the original model (from Ubi), then they haven't optimized it real good ![]() I will let the optimization feature run on the main model as well in next release. I just did that locally and I got the same number of texcoords (1889). In the mean time, you can try if your 3D studio can remove the duplicates.
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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; 04-18-08 at 12:20 PM. |
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#569 |
Silent Hunter
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Location: Milan Italy
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#570 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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Yes, I'm aware of this, but thanks for the heads up...
![]() The current release contains 3 bugs, which I'm fixing as we speak ![]()
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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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