SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-29-05, 11:03 PM   #91
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
Posts: 4,706
Downloads: 300
Uploads: 0


Default

More trouble, Sansal. With the latest version of your tool I can't import any OBJ files at all. I always get the message "this object can't be imported" when I try to import. This even happens when I don't make any changes at all to the object. This is really strange, since the previous version worked fine. What's wrong?
iambecomelife is offline   Reply With Quote
Old 10-30-05, 02:13 PM   #92
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
Posts: 4,706
Downloads: 300
Uploads: 0


Default

OK; I found out that I can import objects with the new version as long as I don't double click on the subfolders. I'm still having the texture problem, though. Again, I took a C-2, cloned it, and imported it without making changes. Just importing it caused Pack3d to reverse the textures - the hull skin was on the deck, and the deck on the hull again. I have no idea what's happening here.
iambecomelife is offline   Reply With Quote
Old 10-30-05, 09:55 PM   #93
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
Posts: 4,706
Downloads: 300
Uploads: 0


Default

Still no progress with this. I wonder why the NKGN model doesn't have this problem? For some reason I have been able to use it as a base for the two merchants I created recently, and I didn'y have nearly as many texturing issues. If at all possible, could you design the next version of Pack3d to leave the mtl files/ texture assignments alone when importing?
iambecomelife is offline   Reply With Quote
Old 10-31-05, 12:45 PM   #94
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

HI,

I have created a clone of Bismark and renamed file and in Hex... Tirpitz, its work fine. I have changed only texture in Photoshop cs.

But after, with original bismark, I have tried export 3d file, with Pack3d, and only import one obj, without to change null: - NBB_Bismark.obj, always with Pack3d.
its wrong gun...

what is?

I have examined: NBB_Bismark.dat, file original and NBB_Bismark.dat, after import obj, with ExComp and I have seen many change in Hex data... perhaps too many?

Bye UBOAT234
UBOAT234 is offline   Reply With Quote
Old 10-31-05, 09:16 PM   #95
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default Ok

HI, Sansal

With old Pack3d, the import object is correct. (download in rapidshare) 35kb

With new version, someone obj file, change the structure of data, and the equipment it does not remain to its place.
UBOAT234 is offline   Reply With Quote
Old 10-31-05, 10:05 PM   #96
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
Posts: 4,706
Downloads: 300
Uploads: 0


Default

BUMP
iambecomelife is offline   Reply With Quote
Old 10-31-05, 10:17 PM   #97
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default Hi

Good night...

Tomorrow try another pack3d (56k)

Have 3 file different. The first function fine but not with someone ship.

...
UBOAT234 is offline   Reply With Quote
Old 11-01-05, 06:20 AM   #98
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default Hi Sansal

Hi Sansal,

Confirm last version of Pack3d have a bug. I don't have knowledge for to analyze what is.
I have rework bismark uv and the gun in bottom of ship, have change node position. But with old version, I think the first version of Pack3d, it's fine. Probable this version have other problem but this case no.

This my work

In this site the paint schemes of Ship
http://www.bismarck-class.dk/bismarc...tbism1941.html

Here the problem have the first time, with new version, the last, of Pack3d (but old version, do not export obj with unit multitexture)




Bye and Good Work
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 11-01-05, 08:17 PM   #99
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
Posts: 4,706
Downloads: 300
Uploads: 0


Default

BUMP
iambecomelife is offline   Reply With Quote
Old 11-01-05, 09:29 PM   #100
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default Bump

...No news pack3d...

Is vital!
power... modify data in Pack3d...

Bye
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 11-02-05, 12:18 PM   #101
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default Hi original idea

Hi original idea
I have try to combine object:

For construction of:
USS Kearsarge (Crane Ship # 1, later AB-1, formerly Battleship # 5), renamed Crane Ship # 1 in 1941
http://www.history.navy.mil/photos/s...snsh-k/ab1.htm

Have cloned Troop Transport and extract the crane of Fiji Light Cruiser
But the problem in the bottom I had with torpitz, is also here i don't have answer...





Try&Check Costruction




Problem for me, impossible to resolve:

First Problem: Move effect smoke?

Second: Readraw crane and Bridge + hull + eraser boat on ship and other. obj

...And remap the texture (here I have don't remap for nothing)

Mine it is I invite, who is much able one in 3d in order realizing this. For me is very difficult and I do not have time for study a program for 3d. (I have just a little knowledge, and I have learned with you the use of some interesting programs).

Saluti
UBOAT234

-------
Other Experimental Work
http://img284.imageshack.us/img284/245/craneb0065oe.jpg :rotfl:
UBOAT234 is offline   Reply With Quote
Old 11-04-05, 12:36 PM   #102
Sansal
Electrician's Mate
 
Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by Sansal
Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by Sansal
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.

I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
The textures need be the same in the .dat and the new 3d object. In other words, the .mtl of the new object needs to have the same materials (names and .tga) that the name_of_ship.mtl exactly the same names for a correct importation.

How to do this? There are few solutions.

The most easy is, one time you have the new object in wings3d, the first think is that change the materials of this objects for the materials existing in the new_ship.dat file, then save this new desing and you can import it to the new ship. With this we are sure that the .mtl of the new object and the textures of the new_ship.dat will be the same names.

Sorry my english. I can't explain good.
This happens I'm taking existing ships and modifying their obj files. When I move or resize objects either Pack3d or Wings3d messes up the texture scheme and I get the hull textured as the deck. I was working on the C-2 today, for example, and just moving the bridge and resizing it caused the texturing problem. Also, sometimes when I resize objects in Wings3d I get clones of the existing textures that make the model impossible to import.
Hi Iacom:

Sorry this week was bad in my job. This problems with textures, Have you change any name? The names need be the same (exactly the same label) in the dat and in the mtl.

I can't upload the las version when you can see all properties of a object. May be tomorrow.

Cheers
__________________
Sansal is offline   Reply With Quote
Old 11-04-05, 12:43 PM   #103
Sansal
Electrician's Mate
 
Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
Default Re: Ok

Quote:
Originally Posted by UBOAT234
HI, Sansal

With old Pack3d, the import object is correct. (download in rapidshare) 35kb

With new version, someone obj file, change the structure of data, and the equipment it does not remain to its place.
The equipment are related with his label and the file .eqp, if you have change the label of cfg#M01_this_shyp (revise this_shyp)

Cheers,
__________________
Sansal is offline   Reply With Quote
Old 11-04-05, 04:00 PM   #104
Sansal
Electrician's Mate
 
Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
Default

Hi:

I just upload the last version. Now we can see the proprertys of the objects in .dat, dsd, sim, val files. There are some valours that i don't jet know well.

In the next version we can see all datas of all types and changes his valours. And may be a 3d render.

Cheers,
__________________
Sansal is offline   Reply With Quote
Old 11-04-05, 07:09 PM   #105
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Sansal
Hi:

I just upload the last version. Now we can see the proprertys of the objects in .dat, dsd, sim, val files. There are some valours that i don't jet know well.

In the next version we can see all datas of all types and changes his valours. And may be a 3d render.

Cheers,
Excelent
Flakwalker is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:42 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.