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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Since I've indicated I will (likely) release an updated to S3D, and some people are trying to make S3D work (read: mod) with the new data built on top of SH4's DAT-file format I will make this new thread here in the SH5 section. This thread is to ask anyone of you to publish any info you have found regarding the file format, any customization you made to S3D's controller templates, etc. and perhaps even a wishlist for the next installment of S3D.
Provided enough info is gathered, and alot of prework is done, this saves me from having to work on S3D all by myself, something I can no longer do like I have in the past. I will take any info you have, and consider any question/tip. Remember that the more you help out, the more likely development on S3D will be continued, as a (partial) replacement for the Goblin editor, a tool that lacks in many departments. At least privateer has done quite a few modifications already (here and there with my help), and I hope more of you can help out. Obviously, you will receive credit for your efforts, as many users and other modders will benefit from your support. If you have (technical) questions or need pointers related to S3D or hex, you can also ask them here. Me or privateer or someone else may be able to answer. Perhaps privateer can post the links to all his S3D-mods, so I can copy them in the first post.
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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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#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Reserved for explanation of controller templates.
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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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#3 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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First of all, thank you very much for even considering further development of S3D so that it can be used to work on SH5.
Sadly, I cannot give too much technical help, but I can definitely think of things that would be very helpful to future modding of SH5. The one thing that I would like to be able to do the most, would be to add nodes in S3D. Goblin is fully capable of adding controllers for particle generators and the like, however, it does not have the ability of adding nodes themselves. As it stands, if you add a node in S3D, and use Goblin to add a controller to it(a particle generator for instance) and save, upon reopening that file, the controller will be lost and will no longer function(this is what happens when you don't assign a parent ID, and I would expect this really). However, when you assign a parent ID, Goblin will simply CTD upon opening the file. If there is a way around this known already, please let me know about it. Of course, I would also like for S3D to be able to open GR2 files, I know we cannot alter them, but they lead me to the next item on my wish list. Exporting of 3D objects, and of course being able to import them back into a .sim or other controller file would be a godsend. I don't pretend to know how much work it would take to make these things come to fruition, or if they are even possible, but they would be an incredible help in any future projects.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#4 |
Stowaway
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yes thank you, people just dont seam to understand how much work goes into something like this and the simpler and easier it is to use means it took that much more work to make it look and work so trouble free and easy.
thank you for devoting your time and effort to do this for the community ![]() |
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#5 |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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Are you all saying that S3D could edit GR2 files with the proper modifications?
Just to know... |
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#6 |
The Old Man
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This has to be the best news I've read in the SH5 Forums.
![]() I've been tinkering around with the Ganny Models since the day I received SH5 but kept hitting locked doors. Almost like Ubi was dangling a carrot just out of reach. Now, I can even smell that carrot and I am getting hungry... ![]() There are so many possablities to examine and issue's to fix relating to the GR2 Model. Hopefully you, we, SH community can finally unlock those doors exposing those area's that need to be addressed. ![]() |
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#7 | |
Silent Hunter
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![]() Quote:
-Ability to see weapons attached to nodes (presently, ships appear without turrets etc) -Ability to preview particle effects -Most importantly, enhanced 3d model importation. Namely, compatibility with non-triangulated .obj files. Currently, if I forget to triangulate a single item the whole ship or plane fails to import. |
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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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I understand how these functions would help, but I'm not looking to work another year on S3D. I am primarily focussing on adding support for missing pieces of data in SH5. They are noted, but don't count on 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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#9 |
Stowaway
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Here's what I have so far.
Packed up as I use them with JSGME. http://www.mediafire.com/?ma53n13qrgq2mni New today is the obj_Turret and unit_Ship (I just did a Vector3 on the ship_color for now) |
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#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Without looking at your templates just yet, this is what I made sofar for S3D for SH5. Take note, you CANNOT use ALL of them as is with the current S3D, since some of the templates depend on some core changes in S3D. However, you can use them as a guide and perhaps make temporary changes to your current S3D templates.
http://s3d.skwas.com/download.aspx?i...f-c275c1a4abf6 So be cautious! PS: I have about 10-15 controllers left to check/implement. The problem right now, is not having SH3/SH4 installed to run a series of compatibility tests... ![]()
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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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#11 |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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Is it possible to move object on the Z,X and Y axes in Goblin like in S3D?
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#12 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Actually, we can do that right now using Goblin. Privateer told me how to do it a few days ago.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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