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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
Downloads: 36
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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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#2 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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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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#3 |
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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#4 |
Frogman
![]() Join Date: Apr 2010
Posts: 306
Downloads: 17
Uploads: 0
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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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#5 |
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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#6 |
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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#7 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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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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#8 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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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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#9 |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
Posts: 930
Downloads: 86
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that's good news!
thx for your effort, I look forward to the outcome of your work!! ![]()
__________________
Life, Liberty and Property! |
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#10 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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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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