![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Pacific Aces Dev Team
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
Holy crap, I just noticed one hour ago there's a Save/Load option in the UVW unwrap modifier that saves or loads uvw's from a *.uvw file. Why did nobody tell me!!! :rotfl:
It took me 30 mins to debug the file in a hex editor, change my exporter in another 30 mins and bam, instant multi UV data into Max. Crap... :rotfl: On a side note, this obviously won't help users that work in other 3d studio's, so my question is, are there similar functions in ie. Maya/Blender?? If yes, I prefer going this route instead of multi obj-files. All you need is one obj-file, and one uvw file (regardless of number of channels as far as I can tell now)... I find this very humorous and annoying at the same time... So Maya/Blender users, please look for a similar function and let me know... ![]()
__________________
![]() 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 |
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
So ok, I implemented both ways, for Max users, they can do the 'easy' method of importing .uvw files. Then there's also the fallback option to import/export using additional .obj files per uv-channel.
Also the number of provided options should give everyone the flexibility to use any 3D studio of choice. Export works fully, import about 95%. Then the inevitable QA checks, and then release. ETA, probably a couple of days. ![]() ![]()
__________________
![]() 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 |
![]() |
![]() |
![]() |
#4 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
|
![]()
Congrats on getting it fingered out, Skwas
![]() ![]() |
![]() |
![]() |
![]() |
#5 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() ![]() ![]() "С чем боролись на то и напоролись" ... OK. About screenshots ... It is better to use standard 3DS Max terminology (for me) ... P.S. and may be ... http://usa.autodesk.com/adsk/servlet...&siteID=123112 http://www.softimage.com/downloads/C...k/default.aspx
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-15-08 at 12:59 PM. |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
I do not understand Russian
![]() @everyone The default settings are all finetuned to use with the Max import/export settings that Anvart has posted in another thread. So basically, you don't have to change anything in Max and S3D if you have previously followed those guidelines. I will post a walkthrough soon (when I release this version) explaining every option (and how to load the extra uv's in Max) for anyone that needs to know... I can't do this for other 3D software, but I'm sure others will.
__________________
![]() 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 |
![]() |
![]() |
![]() |
#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
Oh, and here's a Yamato twice as wide, with AO map.
![]() ![]()
__________________
![]() 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 |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|