![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#511 | ||
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
Quote:
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
#512 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
For those that have the automatic update notification disabled, or work with an older version of S3D. Let me know if the new features work out ok... Have fun!
Version v0.7.1 - Download link in main post (or follow link in footer to my site) 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 |
![]() |
![]() |
![]() |
#513 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
|
![]()
It's up to 0.7.1 already? Wow...time to upgrade my 0.5.4 version I guess
![]() Truly, a mere "thank you" is not enough for the outstanding tool you've created. ![]()
__________________
![]() ![]() ![]() Let the Beast inside you free! |
![]() |
![]() |
![]() |
#514 |
Sparky
![]() Join Date: Mar 2007
Posts: 158
Downloads: 0
Uploads: 0
|
![]() ![]() When opening scene in S3D, I get this: ![]() ...but when opening in MiniTweaker, scene.dat is fine? The scene.dat is from Reece's "Combined SH4 Scene for SH3 version 3" and I'm using 8k Env Scene 2.6 http://www.subsim.com/radioroom/showthread.php?p=831674 Just a FYI... please don't run away! ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#515 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
I can tell you that that scene.dat file is corrupt. Someone screwed up the EnvSim data. S3D shows you it is unimplemented, but it just can't read some data somewhere in that controller.
[edit] I've seen this happen before and it almost always due to use of MiniTweaker with incorrect tweakfiles. The ROW mod had a similar error at one point, and some other environmental mods have produced similar errors, all due to outdated tweakfiles. [edit2] The game is very forgiving when data is missing or incorrect, in which case it uses some sort of default or uninitialized value. S3D isn't and for a reason (otherwise, you'd never know you had an error).
__________________
![]() 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 |
![]() |
![]() |
![]() |
#516 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
Right, I'm going to let of some steam.
[Rant at the 3D industry] So ok, close to 8-9 months ago, I started researching a good 3D finterchange format I could use for this game. So, I have been busy reading, reading, debugging, writing test code, until 11-2007. After months of research I finally ended up with COLLADA but even that had limitations and is still giving me headaches today. And then I read the bad news that FeelingSoftware is dropping it's development on the free plugin library (which does alot, but is still incomplete). I'm at the point where I consider dropping this format as well because it just can't do what I need. I have to move on looking for alternatives (yea right!), or even just forget about multi-UV import/export. The alternative not-so-nice approach is to export models x times, where x would be the number of channels. You'd basically end up with 2 exported files for a model with 2 UV-channels. Same for import. There are other problems involved here that I desperately seek to avoid... I've read hundreds of topics on 3D formats by now, and it boils down to a format war in the industry. Everyone is keeping their own proprietary format, and they refuse to adopt a standard which does all. The standards that are there, are hard to implement, or incomplete or not widely supported... And they are a 'standard' from a select party, not the entire industry. The formats that do what I need for this game are so difficult, miss features or closed/undocumented it is becoming very frustrating. I have manually debugged close to a dozen or so formats by now (compare that to 2 formats: DAT/SDL). I could have finished this 6 months ago if there was a good public format available. Oh yea, or if I could buy an SDK ($$$) for one of those proprietary formats... Or ask Right Hemisphere/Feeling Software, or some other company to do it for me ($$$)... I don't understand for the love of god, why today - 2008 - there still is not one good 3D interchange format available that everyone supports. If you know of one (mesh,material,multi-uv,bones/anims, and the needed support for Diffuse/AO/Spec/Bump maps) , PLEASE TELL ME! I've read many complaints from many other 3rd party or just 3D enthusiast developers, it's just ridiculous... Looking into U3D format now for the past week. It looked pretty good at first, but now I see it's yet another one of those. Difficult, and missing AO/Bump support, and it may likely die as a format... Bleh. So here I am, with a decent 3D import/export API I made myself to attach exporters to, but no good format to hook into. ![]() [/end rant] So, what now? Well, I do have some tricks up my sleave so I'll head back into my dark corner and start working on it, and see where we end up. I WILL finish it, ffs...
__________________
![]() 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 |
![]() |
![]() |
![]() |
#517 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
|
![]()
Crap! I thought your Collada export was working really well too! I've been exporting models, checking for inconsistencies and such and you've really done an incredible job. Not to mention the Collada .xml output is fantastic for post-processing and conformity checking... So...
How about .fbx? AutoDesk has a freely available SDK that I "think" might solve your multiple UV issue and others. It incorporates support for Collada 1.4, .obj and .3ds formats as well... At the bottom of the page: http://usa.autodesk.com/adsk/servlet...112&id=8224926 They have very good SDK docs as well. A couple of years ago I downloaded the SDK for a project that I was involved with and it looks good. Unfortunately, the project got scrapped (as they often do it seems) and I dropped my programming part of it.
__________________
RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 Last edited by DeepIron; 04-10-08 at 11:00 AM. |
![]() |
![]() |
![]() |
#518 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]() Quote:
Quote:
Ah well... I probably am going for a quick-n-dirty approach first now just to get import done soon (using .obj or something). I'll then satisfy everyone's need to at least be able to import models, be it tedious to do and maybe without multi uv-support first. At least then I have some rest to try other formats. ![]()
__________________
![]() 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 |
||
![]() |
![]() |
![]() |
#519 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
|
![]() Quote:
However, I'd say you're doing a smokin' job of it and I'm sorry for your setback... BTW, I've been using MeshLab http://vcg.sourceforge.net/tiki-index.php to read and convert your .dae files. Works quite well for the geometry but doesn't load the textures out of the .dds files. I think if I separated the textures and created new .dds files, it might work...
__________________
RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
|
![]() |
![]() |
![]() |
#520 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
|
![]()
skwas, you've pm.
Ref |
![]() |
![]() |
![]() |
#521 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
You do too
![]()
__________________
![]() 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 |
![]() |
![]() |
![]() |
#522 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]() Quote:
But I had so many other features and general functionality to develop, I postponed model support for a few months. Then, I said, let's find a better 3D format that does 'all'. And well, here we are now. Damn 3D industry. If I just followed my initial idea, that quick-n-dirty approach would have been in S3D for at least 6-7 months... ![]() The upside is, I have obj-exporter/importer code lying around from a project a few years back when I made some tools for other games (it already has features to reverse face winding, specify up-vector, and supports various other options). It will need a bit of a facelift, but it won't take very long from now. I promise... ![]()
__________________
![]() 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 |
|
![]() |
![]() |
![]() |
#523 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
|
![]()
Well bro', as they say, hindsight is 100%... I've found myself in the same predicament, many times when I shoulda' listened to that "little voice"... But hey, the day we stop learning is the day they lay us on our backs and throw dirt in our faces!
On the upside, at least you have some code layin' around that could save you some further head-banging! The community has faith in you Skwasjer and we know it's only a matter of time. ![]()
__________________
RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
![]() |
![]() |
![]() |
#524 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
So ok, the obj-model exporter is working, and am now working on sticking in the obj-importer. I will leave the DAE exporter in as well for a while at least, and maybe I can improve it later as well and eventually maybe even the dreaded dae-importer.
I've thought some more on the whole multi-uv issue and my idea to work around this (as far as importing) will be the following:
Now, all is left is feed the obj-file into S3D. In S3D you will be given the chance to review import options and optionally choose if you want to discard one or more channels as well (so you can basically update a specific channel). Anyway, I suspect we will have an import function by the end of this month ![]() Note: this process must be done for all submodels individually (ie. for a plane, you have the fuselage, wings, tail and whatnot). This is what makes this process so tedious for the modder/3d modeller, and why I never really liked this approach using obj. I planned with Collada, to do a full dat-file export to a single file, where all models are placed at the correct location, but this can't be done properly with obj, without screwing with the vertices (no matrix support). I'm a perfectionist, always looking for the best way. So maybe, someday, I can make a better alternative work...
__________________
![]() 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 |
![]() |
![]() |
![]() |
#525 |
Pacific Aces Dev Team
![]() |
![]()
Maybe it will be more convenient to have input for multiple files in S3D, each for diffuse, AO, bump, etc. Say, a menu with type-in bars and Browse buttons to input the file names under diffuse, AO, bump etc headers. Then S3D will know what UV set to get from what file and can offset UV index/numbering for the DAT file. Naturelly, input files need to be prepared accordingly.
|
![]() |
![]() |
![]() |
|
|