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#1 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Hi lady's and gentleman's
I badly need help i get this error message from Sh3 after saving : ``the node is referencing a material but the index of the material is higher than the index of the node``. The texture look fine in sh3 but when i load in game some part are using the hull map that is not even in the object turm IIA root node, i verify all my node tree delete everything starting from scratch again with no success ![]() And again i still have problem importing additional uvw channel i try both method with 3ds max and as obj.uvw, I can see the new channel like channel 1, channel 2 and channel 3 but if i click in the map preview on each channel only the channel 1 is showing in all of them. And sorry to ask this again here but i have start a thread asking very few simple questions to help me out and no one answer at all so i try my luck again : # question 1 : Where is the death screen picture, the one that show up when you get kill in campaign? # question 2 : How to remove crew from conning tower to show the detail in pictures? # question 3 : Is it possible to move the crew up&down position on conning tower? # Bonus Easter question ![]() Thank to all in advanced Regards Hans |
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#2 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
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I think no-one answered before, because those are hard questions. The starry night sky is afaik hardcoded and cannot be changed
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#3 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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![]() Quote:
At least you have answering one thank Verte but i saw a post on a french silent hunter forum that say a guy there was able to apply a texture of a starry night sky on top of the hardcoded one but the guy never respond to any emails unfortunately. Regards, Hans |
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#4 |
Grey Wolf
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put the material node at the top of the tree, or at least higher up than the model that is using it. +the stars in the night sky are geometry rather than a texture and if i remember right theyre in scene.dat
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#5 |
Frogman
![]() Join Date: Apr 2010
Posts: 306
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hello hans!
i hope you get these problems sorted out becuase this is one of the mods i want most! iia is oneof my favorite u-boats, and i hope you also do the iid because it is similar to the iia. good luck! |
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#6 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Thank Flakmonkey and the others, i finally manage to make it work after 2 days of struggling with sh3 and i discover a major corruption bug when importing&exporting in sh3, it seem that after multiples import sh3 get confused about index vertices from uvw layout the reason I'm saying that is because if i just hit undo in sh3 and reloading earlier saves from max it work just fine.
So for now on my best friend in sh3 will be the undo button! By the way since i start playing with sh3 i learn a lot so i am going to start a tech thread toexplain to new modders what are the limit in texturing regarding UVW layout modification, there are a lot of tricky part that need to be done in max to make sure the obj export without messing the index vertices i know this is tech stuff and some will be confused about that so when i am done hopefully in the next 2 days i will start the thread explaining in detail. By the way Flakmonkey do you know where is the death screen picture location, the one that show up with the summary when you get sunk in campaign, and i saw in your lightmap release that you were able to remove crew from conning tower is possible for you to shortly explain how you did it i don't need any step by step just general info. I know i ask a lot of questions but believe me i will help back a lot after because i am not afraid of sharing my knowledge to make new modders life easier. It is the second time in the week that i have redone the unwrapping completely on conning tower ext&int i hope not to redo cause my hands hurt lol Regards Hans, |
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#7 |
Stowaway
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The Death Screen you see is a Camera Path in the EventCamera.dat
There are numerous events paths in that dat. S3D should allow you to move/adjust them. |
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#8 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Thank a lot Privateer, i was wandering about this one and the reason is that i want to know if i could link a dramatic 3d cinematic i mean triggering a small custom movie instead of having that non emotional picture. If it not possible i would at least put more dramatic picture to replace it. Everything went fine yesterday thank to Flakmonkey moving the node upward in the tree did the trick the only thing that is left to do to finally release first picture is to load my lightmap and i have an animation i want to add to the boat but i dont know how so far lets say i have an animated part of the boat and i want to have that part moving with the sub plus being able to activate/deactivate it via keyboard shortcut? My biggest issue so far is a strange bug that preventing me to add additional map channel, i see them in import windows, i see them in sh3 but clicking on them show only channel 1 so for my lightmap i need to fix that before release. Regards Hans, |
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#9 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Hi Jankowski thank for supporting my work, you could rest assure that it will be release very soon i am almost done and i think you will be please with the new total historical conversion of the early type IIA. It seem long because it is my first time playing with sh3 and we always have a learning curve prior to gaining speed and understanding of the tool but after i'm done with the first one it will be a lot faster for the others i plan to do. Regards Hans, |
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#10 |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
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that's good news!
thx for your effort, I look forward to the outcome of your work!! ![]()
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Life, Liberty and Property! |
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#11 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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![]() Quote:
The step i made when exporting my obj is as follow : 1. Apply a uvw unwrap on 2.specified the channel ex; 1,2,3 etc 3.Export with -uv1,-uv2 etc for each individual map channels 4. Import in sh3 as obj instead of 3ds max uvw 5.Every additional map channels is visible in sh3 import window 6. I see each new map channels in sh3 but what bug me up is that clicking on each one of them always show the first map channel? I will try uninstalling and reinstalling sh3 today to see if it fix the issue. I am very close to release this video maybe today if i can fix my issues with the lightmap map channel and the animation i want to add to the sub lets say i want to add an animation that follow the sub do i have to link it as a child somewhere in sh3? And I want that animation to be trigger on will by the user via keyboard shortcuts? Best regards Hans, |
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#12 | |
Sparky
![]() Join Date: Jan 2010
Posts: 158
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#13 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Yes i always hate that screen either that why i want to make if possible a small dramatic cinematic showing the horror of war depicting the dead crew in flooded control room with camera focus on on 1 men hand holding tight to a picture of his girlfriend. I know it is quite an intense scene but war was not pretty and i want the player to feel that intensity. If i cannot manage to integrate a cinematic at least just a picture of the 3d rendered scene will do it to. One step at the time i will try my best to improve what i think will make a very intense and dramatic improvement on the original version. I am like a squid lol right now i'm working on almost 5 different mods one major and minor one but with nice addition to immersion like the loading screen i have model my self in 3d and put myself at the periscope like that famous close shot picture of Erich Topp and instead of having the red loading bar i have put a Papenburg gauge with a blue loading bar. Other one is instead of having red crew members to represent dead crew i have render human body wrap in the German flag look more appropriate to honor the dead crew members loyal services. And also many other misc interface screen i am only beginning ![]() When my mods will be released everybody will be allowed full access to all my work without any restrictions so they can freely integrated to their own mod the only thing i ask is to be kind enough to put me in the credits. But right now i am swearing like i never did in my entire life because everything was going perfectly well all 3d additions import in game flawlessly and the new uvw layout work perfectly textures are simply gorgeous but i just cannot yet pin point the problem with my lightmap they show in sh3 but in game i see nothing the complete conning tower is totally invisible. Make me feel angry cause i am so close to release the first video in game maybe if lucky tonight if not then when i figured out the nasty problem. If it was not that the geometry of my sub is completely redone i would have ask permission to Flakmonkey to integrated is beautiful lightmap to my mod but geometry has to be identical for lightmap to work. Wish me luck today and maybe tonight i will upload a video in a new WIP thread title : U-BOOTTYPIIA_HAHD. Thank to all for your fantastic support without some of you i would have quit! Regards Hans, |
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#14 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
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#15 |
Weps
![]() Join Date: Dec 2009
Location: Averof's bunk
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Unus pro omnibus, omnes pro uno Hans. Don't give up. LOS!
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Deep into that darkness peering, long I stood there wondering, fearing, Doubting, dreaming dreams no mortal ever dared to dream before... |
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