![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#631 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
This will be the last release for a while unless something really cricital comes up. I am a bit tired after more than one year working on this, and now that the most important features are finally in, it's time to take a break for a month or more. Rest assured, this is not the final release, I am still aiming for v1.0 which should include a couple of other interesting features (model preview, zones editor, animations). For the next period, I will focus on some other stuff I'd like to do for this game, like the SH4HQ program which will become quite important with the PTO/ATO mods in the near future, some mod related stuff, some documentation and tutorials etc.
I hope the model import functionality will trigger a new modding mania the next months. I will surely follow all the progress you guys make! Have fun ![]() Please uninstall any previous release before installing. Version v0.8.2 - Download New
__________________
![]() 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 |
![]() |
![]() |
![]() |
#632 |
Gunner
![]() Join Date: Dec 2007
Location: on some striat
Posts: 96
Downloads: 1
Uploads: 0
|
![]()
Hello, I hope somebody can help me, I dont quite understand how to import all three UV maps from one object to another without changing the actual 3D model using wings3D.
Last edited by cheese123; 04-22-08 at 08:16 PM. |
![]() |
![]() |
![]() |
#633 |
Mate
![]() Join Date: Apr 2005
Posts: 53
Downloads: 2
Uploads: 0
|
![]()
couldnt you have made it easier to copy nodes :rotfl:
Well I went to add a new torp model and all but i get this error when trying to save the .dat file ![]() and this is what my tree for it looked lik so far. ![]() Im just playing around with it for now so its not like its important. just wondering though if you get a chance. |
![]() |
![]() |
![]() |
#634 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
I worked on new torps awhile ago and skwasjer told me the torpedo types were hardcoded (I had made new nodes with the mk 28,31 and 35 in the . dat and all the corresponding ids and stuff .sim .zon) in the game and while it is possible to transform existing types you can't add new types, at least the types appearing in the .sim are allways the same : hard coded list in sh4
![]() mk 28 mk 31 mk 35 mod : http://www.subsim.com/radioroom/showthread.php?t=134942 mk28 mod : http://www.subsim.com/radioroom/show...ight=torpedoes Last edited by keltos01; 04-23-08 at 03:31 AM. |
![]() |
![]() |
![]() |
#635 | |
Mate
![]() Join Date: Apr 2005
Posts: 53
Downloads: 2
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#636 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
Like Mikhayl says, the ordering of your nodes is wrong. But I'd like to correct him a bit.
First, you must have materials AND models. You can't have a node that uses materials or models 'behind it'. So, material (+label), model, node, label, controllers and it's children, child nodes (and it's children). The ordering is important, otherwise even if S3D doesn't crash, the game will. Please use the up/down buttons in the toolbar to correct the index of each chunk. I'm not sure if this causes the crash but it's a place to start. I will take a look at it when I can, thanks for letting me know.
__________________
![]() 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 |
![]() |
![]() |
![]() |
#637 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
|
![]()
You're only allowed to take a break if you agree to actually play with some of the great mods your tool has allowed to come into existance or significantly improve.
It's time for you to take a break, and enjoy the fruits of your labors. The fruits are much more than S3D. You've allowed many things to take place in TMO, RFB, PE2, EE4, RSRD, OM, and the list goes on. Modding took off like a bandit around the 0.5 release. So all of this stuff is actually a direct result of your work. Thanks again!
__________________
"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 |
![]() |
![]() |
![]() |
#638 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
I sure will
![]()
__________________
![]() 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 |
![]() |
![]() |
![]() |
#639 |
Watch
![]() Join Date: Dec 2007
Posts: 17
Downloads: 0
Uploads: 0
|
![]()
How do I import .png images of edited UV maps?
|
![]() |
![]() |
![]() |
#640 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
Uhm, what do you mean? You want to import a modified UV-png back into S3D? This is not possible. The UV-map preview is only a visual presentation of the uv data, and so is the PNG.
The PNG is only useful as 'overlay' to modify the textures of the model in a 2D graphics program. To edit the actual uv data you need to export the model with the model-export function, edit the model/uvmap in 3D studio and then import it back in.
__________________
![]() 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 |
![]() |
![]() |
![]() |
#641 |
Mate
![]() Join Date: Apr 2005
Posts: 53
Downloads: 2
Uploads: 0
|
![]()
Thats what I was figuring the problems was. I didnt find the move up and down button till way after I had exited and restarted lol.
|
![]() |
![]() |
![]() |
#642 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
|
![]()
Enjoy your well-earned and well-deserved break!
![]()
__________________
![]() ![]() ![]() Let the Beast inside you free! |
![]() |
![]() |
![]() |
#643 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]()
Hi skwasjer,
Just a feedback: I used (for modding work) the new 0.82 for the last past 3 days and imported/exported 3d objects (in .obj), edited them on Wings3d, messed with textures and UVmap...made this at least more than 70 times for so many objects!! All working as intend. Congratulations mate! ![]() ![]() Best regards, Rubini.
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
![]() |
![]() |
![]() |
#644 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
Thanks for the feedback Rubini, it's good to hear everything works fine so far. Keep up the good work on your mods
![]()
__________________
![]() 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 |
![]() |
![]() |
![]() |
#645 | |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
|
![]() Quote:
If there isnt any help file or instructions what good is it??? I was tring to read all 40 pages of the post and was getting a headache and falling asleep.It took me 3 or 4 months to learn the mini-tweaker so I dont see much hope for this...I wanted to add more torpedos,dont think I will ever be able to do it..... Last edited by clayp; 04-28-08 at 04:28 PM. |
|
![]() |
![]() |
![]() |
|
|