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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 12-18-08 at 06:35 AM. |
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#2 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
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Thanks for the new version skwasjer.
I just upgraded S3d, came across 2 error messages. Searched this thread but couldnt find anything. Does the new version have extra requirements than the older S3d? (I have dx9c and .net2 installed) Importing the same obj file that the older s3d had no problems with: ![]() And 3d viewer gives me a directx error: ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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No new requirements. It's most likely a bug.
Can you please provide me the OBJ-file and DAT-file so I can have a look at it?
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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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#4 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
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The straight export from S3d and import back, without changing anything, gives the "0,0 is not a value for Double" error; happened on 10 different models I tried, some from Sh3 and Sh4. The 3d model viewer worked for all models except the one I mentioned on the previous message. (u-53 eagle turm7b for gwx)
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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nice, just dl it !
![]() btw do you know how to add a "bump" map to a submarine ? since they don't have them like normal ships do ? keltos |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Add a material (copied from a ship) with a light map, point the new material at your map, then point to the new material node (in the nodes for 3d models) as a secondary material?
Last edited by tater; 12-18-08 at 12:56 PM. |
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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I will have to check that keltos. I think all you have to do is add the N01 texture (and verify the BumpEnable in UnifiedRenderControler is on) but I have not verified this. Bump maps use the 1st uv-set.
Basically subs are rendered the same way ships are, so if you use an identical setup it should work.
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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 Last edited by skwasjer; 12-18-08 at 01:22 PM. |
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#8 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Regarding this 2nd issue, S3D attempts to set a device state (it depends on materials in DAT-file) that your GFX does not support. I should have included a test whether or not the parameter is supported by certain cards. I'll have to provide a fix for this.
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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 Last edited by skwasjer; 12-18-08 at 01:37 PM. |
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#9 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I've made two, one for the Jyunsen B and one for the Type AM submarine.
I've uploaded them on my main FF page, for those who have my mod and wanna try to get them working ![]() I've changed this : [UserPlayerUnit 1] ID=Jyunsen_B NameDisplayable=Jyunsen B UnitName= SS-I 25 Type=Jyunsen_B UpgradeClass=2 UnitInterval= 1941-10-01, 1945-12-31 ExternalClassName=SSJyunsen_B Nationality=German CrewRanks=15 Evolution= Normal Damage= 0 TextureName=data/Submarine/NSS_Jyunsen_B/NSS_Jyunsen_B_T01.tga LightmapTextureName=NULL; data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_001.tga NormalmapTextureName= data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_N01.tga MenuSilhouetteTextureName= Jyunsen_B_1.tga MaxPettyOfficers=32 ; max number of crewmembers over rank 4 MaxOfficers=6 ; max number of crewmembers over rank 7 we'll see... Keltos link : http://files.filefront.com/Bump+map+.../fileinfo.html Last edited by keltos01; 12-18-08 at 03:28 PM. |
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#10 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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the change written in my earlier post did it :
no bump : ![]() bump : ![]() so all we have to do is activate the bump map ! good idea Skwasjer !!! now I've made two more bump maps for the towers of the Type AM and of the Jyunsen B, how do I get them to show as they have no upcge file like the hull ???? Keltos Last edited by keltos01; 12-18-08 at 04:40 PM. |
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