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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1006 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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:rotfl:
In HexEditor you can see your work in details ... Sorry ... of topic ...
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#1007 | |
Ensign
![]() Join Date: May 2005
Location: Suomi Finland
Posts: 225
Downloads: 365
Uploads: 6
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[TEC] Shells.dat + Shells.zon Node Numbers in 1.5 Now in download section too. |
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#1008 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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Hey skwasjer,
I want to change some of the in-game fonts but S3D crashes whenever I open an off file. I've tried both editing existing .off files and creating a new one, but whatever I try it just don't work ![]() I've tried it on two different PC's, one XP and one Vista, but all I get is the following message (in Dutch but that shouldn't be a problem to you ![]() Quote:
I hope you can fix this or tell me how to successfully edit those files if it's not s3d related |
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#1009 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#1010 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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weird... I always put custom textures in the textures\tnormal\tex folder. And I've never had any problem with textures not showing up.
![]() Were you working in your normal game folder (...\Silent Hunter 4 Wolves of the Pacific\Data\....) or a different directory? Cause probably S3D can't find the textures folder if the texture folders are placed in another directory (e.g. ...\AnotherDirectory\Data\textures\...). |
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#1011 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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There are different types of material. If you tell it to look in the same directory for the material, then it will. There are some system labels that it uses and replaces to get the directory, that's what the cfg_TXR and other such lables mean in the mateiral property. You can also have internal textures, that have the graphics contained within the .dat file and of course external textures. It will only look where you tell it :-).
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#1012 | |
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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#1013 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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* Search local folder in your mod: <MODS>\<Your mod>\Data\<Folder with Dat-file> * Search local folder when MOD is installed in game: Data\<Folder with Dat-file from your mod> * Search global texture folder in your mod: <MODS>\<Your Mod>\Data\Textures\TNormal\tex * Search global texture folder: Data\Textures\TNormal\tex Additionally, S3D obviously also looks for internal textures. As you can see, it's a little bit more complex than it appears ![]() Conflicts can happen when the material is not set up correctly, like Nisgeis indicates, or when textures with the same name are used (and worse, stored in more than one of the locations mentioned above), resulting in incorrect representation in the 3D viewer. There's more odd scenario's possible when mods are intermixed, enabled over eachother, etc. where you expect a texture to show up, but S3D can't find it because it's outside its search path, or if S3D finds another (old one) first. A good example of unexpected texture loaded is the prop_black.tga which comes with each airplane. The game has that file in the global texture folder but also each plane has it as internal texture. Replacing the internal texture will not yield expected result as the global texture is still used (it takes precendence over internal textures, although it makes more sense if it didn't). Only after removing the global texture will you see the new internal one. I tried to best match the game load behavior but since mods during design time generally reside in their own \MODS location, I had to deviate from the game it's method of loading and resolving textures. That and the fact that it's not documented by Ubisoft how textures are resolved, all I could do was guess/test and try to come as close as possible.
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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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#1014 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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.off eding isn't exactly the most used function of S3D so I guess it's not hard to forget adding the .dll BTW thanks for creating S3D, I've used it ever since v0.7 and it just keeps getting better and better! ![]() |
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#1015 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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Please could someone give me some tips on how to get a texture be applied on a 3D object.
ouside S3D I have an object with texture On S3D when I import the object plus add its texture on the node it shows the object with the texture. But when I launch SH4 the object is black. I don't know what I'm doing wrong... S3D doesn't complain on object import and it shows the object with correct texture... so why SH4 doesn't show the correct texture? ![]() Help!!! ![]() Thanks |
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#1016 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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![]() Quote:
2nd: SH4 doesn't seem to like it if the index of the texture is higher than the object's index. Look if the texture is placed above the object in the S3D tree (as it should) or below. I've had this problem a number of times and usually it's one of these 2 problems that causes black textures. |
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#1017 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Correct
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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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#1018 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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here are the pictures
![]() ![]() Now the above 3D object appears black on SH4... what I'm missing here? Thanks |
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#1019 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Your material has the same texture linked for the lightmap (ambient occlusion map) which is wrong. The lightmap is always a different texture, which contains lighting/shading info. Secondly, do you even have the texture coordinates for the lightmap (uv2) on the model? If not, then you should remove the 'yellow bulb' chunk, so the game can render the model with only a diffuse pass. If you do, then the 'yellow bulb' chunk should point to a proper ambient occlusion texture, for the ambient occlusion pass to work. If not, well, black...
![]() Note: S3D behaves a little differently in some scenario's.
__________________
![]() 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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#1020 |
Pacific Aces Dev Team
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Import problem
I have build a simple box in 3ds Max 9 and assigned to it a Multi/Sub material with 3 map ID's (red.tga, blue.tga, green.tga). The box is devided in 3 parts and the faces in each part has a material ID (assigned from top -> 1, 2, 3) and a uvw mapping in map channel 1, so in Max it looks correct. ![]() I export the model to the obj format and open it in a different app which can read obj files and it also looks ok. ![]() Now I import the obj model into a DAT file. The DAT contains the 3 textures (red.tga, blue.tga, green.tga) as separate materials and these materials are assigned to the box node but the preview is not correct and also not ingame (SHIII). ![]() If I export this model again and import it into 3ds Max 9, the material ID's are re-assigned as in S3D and the uvw mapping is corrupted. Requires each material its own mapping channel or does S3D not support the import of Multi/Sub material in one mapping channel in a correct manner? Here is the MTL file of the box exported by 3ds Max 9 Code:
# Max2Mtl Version 4.0 Mar 10th, 2001 # # Multi/Sub 01_-_Default (3) to come # newmtl Material__25 Ka 0.5879999995 0.5879999995 0.5879999995 Kd 0.5879999995 0.5879999995 0.5879999995 Ks 0.8999999762 0.8999999762 0.8999999762 d 1 Ns 0 illum 2 map_Kd red.tga # newmtl Material__26 Ka 0.5879999995 0.5879999995 0.5879999995 Kd 0.5879999995 0.5879999995 0.5879999995 Ks 0.8999999762 0.8999999762 0.8999999762 d 1 Ns 0 illum 2 map_Kd blue.tga # newmtl Material__27 Ka 0.5879999995 0.5879999995 0.5879999995 Kd 0.5879999995 0.5879999995 0.5879999995 Ks 0.8999999762 0.8999999762 0.8999999762 d 1 Ns 0 illum 2 map_Kd green.tga # # Multi/Sub 01_-_Default done # # EOF
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