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#1 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
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here are the pictures
![]() ![]() Now the above 3D object appears black on SH4... what I'm missing here? Thanks |
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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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Your material has the same texture linked for the lightmap (ambient occlusion map) which is wrong. The lightmap is always a different texture, which contains lighting/shading info. Secondly, do you even have the texture coordinates for the lightmap (uv2) on the model? If not, then you should remove the 'yellow bulb' chunk, so the game can render the model with only a diffuse pass. If you do, then the 'yellow bulb' chunk should point to a proper ambient occlusion texture, for the ambient occlusion pass to work. If not, well, black...
![]() Note: S3D behaves a little differently in some scenario's.
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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 |
Pacific Aces Dev Team
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Import problem
I have build a simple box in 3ds Max 9 and assigned to it a Multi/Sub material with 3 map ID's (red.tga, blue.tga, green.tga). The box is devided in 3 parts and the faces in each part has a material ID (assigned from top -> 1, 2, 3) and a uvw mapping in map channel 1, so in Max it looks correct. ![]() I export the model to the obj format and open it in a different app which can read obj files and it also looks ok. ![]() Now I import the obj model into a DAT file. The DAT contains the 3 textures (red.tga, blue.tga, green.tga) as separate materials and these materials are assigned to the box node but the preview is not correct and also not ingame (SHIII). ![]() If I export this model again and import it into 3ds Max 9, the material ID's are re-assigned as in S3D and the uvw mapping is corrupted. Requires each material its own mapping channel or does S3D not support the import of Multi/Sub material in one mapping channel in a correct manner? Here is the MTL file of the box exported by 3ds Max 9 Code:
# Max2Mtl Version 4.0 Mar 10th, 2001 # # Multi/Sub 01_-_Default (3) to come # newmtl Material__25 Ka 0.5879999995 0.5879999995 0.5879999995 Kd 0.5879999995 0.5879999995 0.5879999995 Ks 0.8999999762 0.8999999762 0.8999999762 d 1 Ns 0 illum 2 map_Kd red.tga # newmtl Material__26 Ka 0.5879999995 0.5879999995 0.5879999995 Kd 0.5879999995 0.5879999995 0.5879999995 Ks 0.8999999762 0.8999999762 0.8999999762 d 1 Ns 0 illum 2 map_Kd blue.tga # newmtl Material__27 Ka 0.5879999995 0.5879999995 0.5879999995 Kd 0.5879999995 0.5879999995 0.5879999995 Ks 0.8999999762 0.8999999762 0.8999999762 d 1 Ns 0 illum 2 map_Kd green.tga # # Multi/Sub 01_-_Default done # # EOF
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#4 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Thanks Seeadler, I think this relates to the same bug reported to me about 2-3 months ago via another forum. I will test this scenario in my local build when I can, but I think it is fixed already for next release (whenever that is!?). Unfortunately I'm horribly tied up IRL right now. Haven't touched S3D since January, my goals for final release have been postponed, and postponed... and postponed... Anyway, you get it...
![]() But, at least there's a positive note to add that things are somewhat stabilizing so hopefully in some weeks... ![]()
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#5 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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Hi Skwasjer,
First Many thanks for your incrédible soft S3D. ![]() I use your version 0.9.4 for SH3 ![]() On your website I have seen (on your screenshot page) that we can have an Damage model edit function. But I'am unable to found and use it. Perhaps, this function will include in your next release. Please, Can you confirm ? Many thanks for your reply, Best regards, Jean Ps Sorry for my bad english language. ![]() |
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#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Hi jean74,
Yes, the zone editor is not yet available but will be in next release. I posted the screenshots a while ago because initial plan was to release that version somewhere late januari, but due to some critical flaws/bugs I haven't done so yet. I hope soon... skwas
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#7 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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Thank you very much
for your answer and for your great job. ![]() So I'm Waiting for your next release. Have a good day, Best regards, Jean |
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#8 |
Silent Hunter
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Hey; I was wondering if any Windows XP users are having problems with S3ditor? Since the most recent automatic update released by Microsoft, it crashes at startup, stating that it has "encountered a problem". I've been trying to fix it for hours - no luck.
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#9 | |
Ace of the Deep
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#10 |
Silent Hunter
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Never mind - problem solved.
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#11 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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iabl:
http://www.subsim.com/radioroom/show...304#post857304 Problem is a corrupted config file. Can be fixed by simply removing it.
__________________
![]() 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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#12 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Today tried to edit *.sim file by S3D and has received extra code ... Type 10 with rubbish ...?
![]() Ver. 0.94
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