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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Stowaway
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I'm looking at the Collada format also. The idea would be to get an exporter that retains the 3D model as close to what was built in 3D Max. By playing around I pretty much figured out how the Models are built. How to set the 'hidden' value, and how the cfg# nodes are done and such. All this is done before exporting the Unit from 3D Max. ![]() And I'd say it was done this way before switching to the Granny system. But it went through thier exporter instead for conversion to dat files. Last edited by Madox58; 04-03-10 at 05:44 PM. |
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#2 | |
Admiral
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![]() The format allowing as much as possible to realise features of game and 3ds Max... But if you plan to use only 3ds Max, for what to you the intermediate format is necessary? ![]()
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#3 |
Stowaway
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The .FBX format seems to be a viable export option for cross compatability.
![]() The SDK is free also. The .obj format is probably manditory for most people though. So proposed formats could be: .obj .3DS .FBX .X .dae Multiple export options is a must as I see it. |
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#4 |
Stowaway
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After testing each format I believe the .3ds format would loose the least
amount of information on export from a GR2 file. So that narrows it down to 2 formats I'd like to see. .3DS .OBJ |
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#5 |
Seaman
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I would stop any attempt to decode the GR2 format, as with other games in the past RAD Game Tools the owner of Granny starts legal action against modders
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#6 |
Planesman
![]() Join Date: Jun 2006
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privateer knows his way around the block. Just sit back and watch a genius at work.
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#7 | |
The Old Man
![]() Join Date: Apr 2007
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3DS is limited in that it's strings can only hold up 16 characters iirc (object names, material/texture names, etc) unless you use an extension, which makes it non-compatible to alot of 3D-programs/converters, something you'd want to prevent. It's why I dropped it for S3D. OBJ is a big no as far as I am concerned because you have the same problems again with multiple uvw channels. What I built into S3D clearly is a hackjob and not a supported method of import by ANY 3D program. So you end up doing alot of handywork again to merge all channels. Clearly, the only viable formats are those that support multiple uvw channels, and skeletal, mesh, matrix and texture animations (or at least a couple of these) and (VERY important!) meta data (stuff like visibility flag., matrix transforms, controller data or custom data) The ones that come to mind are already mentioned: - X (although I think it is officially dropped in favor for FBX) - FBX - Collada [edit] But yea, in the end, you will hit a (legal) wall with regards to GR2. Unless we get an official 'endorsed' importer/exporter, best to forget about it, and hope full (legacy) DAT-support will be enabled in a future patch.
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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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#8 | |
Sparky
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#9 |
中国水兵
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This will not happen. With which a big part of SH5 will not remain modifiable.
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#10 | |
Silent Hunter
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