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Old 07-01-13, 07:58 PM   #1
Feuer Frei!
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Default Queston in regards to Previewer for U-boot Models

Hi

This may be a dumb question, mainly because i don't know enough about the modelling-side of SH 3.
Specifically what i wanted to ask is: Wouldn't it be good to have a model previewer for Modders or skinners of U-boots.

An example that comes to mind for instance is Skyrim modding.

I've produced a few mods for that game and obviously it uses different mechanics and files to display the object ingame.
Mesh files and texture files, for example.

These 2 files are needed, amongst normal maps and glow maps etc to display edited or re-textured object ingame as a mod.

Whilst editing an image in a image editing tool, one also uses a util called Nifscope, which allows you to preview the linked texture file that you are currently editing in Nifscope.

Now obviously SH 3 doesn't use meshes for its objects.

It makes it very very easy whilst eding textures in Skyrim, to get a preview of editing before running the game.

I understand that there are files within dat files in SH 3 that link to 3d objects.

Eg. NSS_Uboat7c Dat\node\SHD_rudder_L_NSS_Uboat7c

I'm wondering if there could be something like that designed in SH 3 for us modders to work with?

I don't know enough about coding etc to even attempt that.

Maybe some hardcore modders and/or coders could weigh in and explain to me if that's even feasable?

regards.
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Old 07-01-13, 08:20 PM   #2
clausewitz
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Originally Posted by Feuer Frei! View Post
Hi

This may be a dumb question, mainly because i don't know enough about the modelling-side of SH 3.
Specifically what i wanted to ask is: Wouldn't it be good to have a model previewer for Modders or skinners of U-boots.

An example that comes to mind for instance is Skyrim modding.

I've produced a few mods for that game and obviously it uses different mechanics and files to display the object ingame.
Mesh files and texture files, for example.

These 2 files are needed, amongst normal maps and glow maps etc to display edited or re-textured object ingame as a mod.

Whilst editing an image in a image editing tool, one also uses a util called Nifscope, which allows you to preview the linked texture file that you are currently editing in Nifscope.

Now obviously SH 3 doesn't use meshes for its objects.

It makes it very very easy whilst eding textures in Skyrim, to get a preview of editing before running the game.

I understand that there are files within dat files in SH 3 that link to 3d objects.

Eg. NSS_Uboat7c Dat\node\SHD_rudder_L_NSS_Uboat7c

I'm wondering if there could be something like that designed in SH 3 for us modders to work with?

I don't know enough about coding etc to even attempt that.

Maybe some hardcore modders and/or coders could weigh in and explain to me if that's even feasable?

regards.
S3D
http://s3d.skwas.com/
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Old 07-01-13, 09:30 PM   #3
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Originally Posted by clausewitz View Post
Thanks for your reply. But...

S3D is a wonderful tool however it doesn't give you a preview or rather a real-time updated view of the edited image.

What i mean to say is, when you're working on a tga file, when making changes to it there are no previews of the editing, unlike nifscope in skyrim, where you could over-write the currently-edited tga file and preview your changes.

The tga file linked to a mesh file.

In SH 3, when making texture changes, you have to fire up the game to view any changes made to the tga file.

I wanted to ask if its feasable to come up with a utility that allows you to view changes to texture files as you are making changes.

Not fire up the game after every single change to see if its what you want.
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Old 07-01-13, 09:55 PM   #4
clausewitz
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Originally Posted by Feuer Frei! View Post
Thanks for your reply. But...

S3D is a wonderful tool however it doesn't give you a preview or rather a real-time updated view of the edited image.

What i mean to say is, when you're working on a tga file, when making changes to it there are no previews of the editing, unlike nifscope in skyrim, where you could over-write the currently-edited tga file and preview your changes.

The tga file linked to a mesh file.

In SH 3, when making texture changes, you have to fire up the game to view any changes made to the tga file.

I wanted to ask if its feasable to come up with a utility that allows you to view changes to texture files as you are making changes.

Not fire up the game after every single change to see if its what you want.

Are you certain? Remember the .tga files in the Textures folder overwrite those that are attached to the 3d models in the .dat files. Try placing your textures in the Textures folder and importing them into S3D. Then close the preview window and reopen it. Changes should take effect.
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Old 07-02-13, 12:13 AM   #5
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Originally Posted by clausewitz View Post
Are you certain? Remember the .tga files in the Textures folder overwrite those that are attached to the 3d models in the .dat files. Try placing your textures in the Textures folder and importing them into S3D. Then close the preview window and reopen it. Changes should take effect.
It does work.

I guess i didn't make my first post clear enough, which of course is my fault.

It would be great to have a preview of the whole U-boot, rather than the 1 section at a time.

In other words, view the whole U-boot in a preview window, and as you edit, say the turm, after editing, over-write orig file which then in turn updates the preview window to show that section of the sub in the preview window.

Does that make sense?
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Old 07-02-13, 12:43 AM   #6
clausewitz
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Originally Posted by Feuer Frei! View Post
It does work.

I guess i didn't make my first post clear enough, which of course is my fault.

It would be great to have a preview of the whole U-boot, rather than the 1 section at a time.

In other words, view the whole U-boot in a preview window, and as you edit, say the turm, after editing, over-write orig file which then in turn updates the preview window to show that section of the sub in the preview window.

Does that make sense?

Do you understand which turms are connected to which boats? It's listed in the .eqp files of each Submarine folder.

Other than that, use blank SCR RND and LND files and create a simple single mission to load up your subs quickly in single mission mode.
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