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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#601 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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It's my hardcore (hexedit) habit ... to have in 3DS Max the same sequences of parameters as in an original file ... it allows to make some changes in 3D models by simple mathematical methods ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#602 |
Eternal Patrol
![]() Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
Downloads: 0
Uploads: 0
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I had another friend help me out with the terminology used in this game. It made the settings allot more clear. I got the effect I wanted.
The great thing about this editor is that it makes my life easier than direct Hex editing. |
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#603 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#604 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() ![]() @all, as S3D evolves, it doesn't only become more complex for me to maintain, but obviously I also keep strugling keeping it as easy as possible to use for you. Some say it's very easy, but most of them have witnessed the development from day one. For newcomers, it IS still a complex tool even if it was for the game structure itself. You can potentially break the game easier with S3D than with a hex editor, because more people can play around with it, who would otherwise be scared away by a hex editor. That said, I do intend to work on actual documentation in the future but my biggest problem is I am a developer, not a writer. And from personal experience, no developer should write documentation of their own software. They simply are too close to the product to be able to write good documentation. I am also no real modder, so for me it's hard to make examples as I don't have any real material to work with. Still, I do intend to write more down. I am pretty sure there are even a couple of features or tricks most of you aren't even aware of. However, I also hope some of the more 'experienced' users can use some of their time to help others out by writing up some tutorials/basics, walkthroughs (for example import/export in the different 3D studio's, I've only covered Max myself), webcasts, etc. perhaps based on one of their own (mini)mods.
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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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#605 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Hey keltos01, thanks for finding these bugs, you've reported most of them and help me make S3D better ![]()
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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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#606 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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Most Americans can't even speak or write a second language. I think you should be congratulated for putting your words in English. It may not be perfect english, but the effort you put into writing your thoughts in english deserves praise. Thank you for the time and effort ![]() Skwasjer, although S3D is associated with several files, I have this problem. Clicking on the file directly (like a .sim file) causes S3D to open, but the file is not loaded into S3D. The files are correctly associated. Is this a bug or just something you haven't implemented yet?
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#607 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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the .dat file was the one in the IJN Jyunsen B beta 3.2 18 sen toku I put for download, it is the basic typ 18.dat,
the jyunsen B hull is found as well in my download page along with other stuff, I think the non textured one is there (japsubhull.obj) in a rar file. ![]() I had this trying to re open my new jap tower, with the new 3d object of the Jyunsen B tower so i so that I could id the german tower parts and edit them out, woops ! Jyunsen B thread : http://www.subsim.com/radioroom/showthread.php?t=134119 Last edited by keltos01; 04-21-08 at 05:25 AM. |
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#608 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Mikhayl, from the looks you have not (re)exported the 2nd uv map from Max. I see it still has 9171 uv mappings. All the other maps (diffuse, 3rd, 4th) now have the correct number: 6240. Since I don't have the original model I can't export it myself and test it but I know this is the cause of the CTD because S3D now basically writes illegal data.
I will make sure to catch this 'data error' on import with an error message in next releases...
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#609 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() Quote:
I am saying this because the last files I checked yesterday worked fine here.
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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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#610 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Anyway, I see the problem a bit although I don't exactly know all the steps you did (wrong). The process should be:
I replayed this for you, and it works ![]() This package contains the model I exported from Max using above steps. http://sh4.skwas.net/media/mikhayl_new.rar PS: I didn't break the vertices, I just added an 'Edit mesh' modifier and selected the faces, and hit delete... PS2: the new release its UV map preview function will help you detect problems. I used it here locally and immediately saw there were incorrect maps exported from Max.
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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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#611 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Add unwrap modifier, set to channel 2, load uv2 file.
how do you do that ?? I unwrap the modifiers, select the hull, click the material editor, paste the texture to the hull, and it doesn't even fit right... |
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#612 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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My post was just a short version of the walkthrough I posted. There I explain how you add the modifiers.
This is the excerpt, notice the bold 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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#613 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Skwasjer, I got the same screen as I had with the conning tower when I tried to save the .dat, I loaded the 18.dat, selected the 18 3d model, imported my hull, clicked save : it says a lot of stuff when I try to save my dat file. I uploaded a rar with the original 18.dat, the corrupted one, the hull. obj and the mtl file.
http://www.mediafire.com/?x3wh4mfzg15 ![]() |
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#614 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Keltos, the obj file is missing texture coordinates so it's bound not to work... Unfortunately, S3D doesn't check for this (yet) so you indeed run into a crash. I will fix this, but it doesn't solve your problem. The obj-file is still incorrect for the game. Using the files you provided I can't test anything further.
Please take a deep breath, and read my walkthrough again (I've added a link in my footer). It's a long read, but you probably don't follow it exactly (same as Mikhayl ![]() Maybe I should do a video tutorial... As far as texture mapping a model, I can't help you much on the 3dsMax front though. I know as much as I've said here out loud. I am not a 3D artist and know only so much about 3D software... So I hope you can get some help with this from some of the other folks around here. Keep the faith and keep trying! PS: If you get the object rendered properly in 3dsMax, then send me the .MAX file, not .obj files. Then I can see if I myself can get the file properly exported from Max and imported in the game. @all, I've come to the conclusion a couple of options in the dialogs are really not so useful and may complicate things or cause problems, so I will probably take them out soon to make it a bit easier (foolproof).
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#615 |
Stowaway
Posts: n/a
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@Skwasjer
Here's a quick suggestion you may consider. Using Mikhayl's flag tutorial as the example. To do the single flag he deletes things one by one. Time consumeing. How about being able to hold the shift key down while dragging so you can select multiples? Shift + left Mouse button and drag selects all the thihgs you want to delete or export. I'm still faster with hex to do this sort of stuff! ![]() Catch me if you can! ![]() |
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