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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#856 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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great news ! a new S3D for XMas !
btw I saw a fan in the movie Gochin taken aboard the I-10, so they had them too ![]() Keltos |
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#857 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() ![]() Interesting news ... I look forward ... next stage. P.S. Some modders already wrote about animations (type 5) codings ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 12-17-08 at 03:52 AM. |
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#858 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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![]() ![]() Last edited by kriller2; 12-17-08 at 06:13 AM. |
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#859 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Emissive (or selfilluminating) materials are materials that cast light (aka selfilluminate) based on the texture color.
I have not done much testing with this value in the game yet and can't really confirm its behavior, I've just added it per suggestion from Anvart. I do know you won't see this value set to anything but 0 for 99% of the materials.
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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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#860 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() I have been importing animations for a couple of months already, it just hasn't been suitable for public use. It almost is now though.
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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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#861 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Classical example: the Flying Dutch (NFD) ... !!! and my old (SH3) mods: Hands_look_better, turm with selfillum. dials (at night), interior materials, all lit-ships and so on ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 12-17-08 at 01:48 PM. |
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#862 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Yea, NFD
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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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#863 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I'm a bit too tired right now to write a complete post about the new release. Basically, it's ready, I published it and it's time all of you start playing around with it.
I hope to showcase some of the new features in a video soon, but it may take a few days. Just make sure to read the changelog (which spans 3 released versions!!), to save me from unnecessary questions please. Now, enjoy v0.9.3: http://sh4.skwas.net/
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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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#864 |
Stowaway
Posts: n/a
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Just downloaded this version.
Can't wait to test it out! ![]() May come in handy on the Dynamic Shadows stuff. ![]() |
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#865 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 12-18-08 at 06:35 AM. |
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#866 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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Thanks for the new version skwasjer.
I just upgraded S3d, came across 2 error messages. Searched this thread but couldnt find anything. Does the new version have extra requirements than the older S3d? (I have dx9c and .net2 installed) Importing the same obj file that the older s3d had no problems with: ![]() And 3d viewer gives me a directx error: ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#867 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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No new requirements. It's most likely a bug.
Can you please provide me the OBJ-file and DAT-file so I can have a look at it?
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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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#868 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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The straight export from S3d and import back, without changing anything, gives the "0,0 is not a value for Double" error; happened on 10 different models I tried, some from Sh3 and Sh4. The 3d model viewer worked for all models except the one I mentioned on the previous message. (u-53 eagle turm7b for gwx)
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#869 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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nice, just dl it !
![]() btw do you know how to add a "bump" map to a submarine ? since they don't have them like normal ships do ? keltos |
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#870 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Add a material (copied from a ship) with a light map, point the new material at your map, then point to the new material node (in the nodes for 3d models) as a secondary material?
Last edited by tater; 12-18-08 at 12:56 PM. |
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