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Old 03-09-10, 09:20 AM   #16
Damo
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Originally Posted by flakmonkey View Post
You`ll need to change/edit the uv mapping on the lights to get the ribbed effect as i never mapped them to use the same texture as the stock lights (int7.tga/druck7.tga, heck i cant remember which one it uses but the ribbed texture is present in one of those textures.)

Looking good btw
Ahh, ok that helps. I was trying to import the whole textures from the CT.dat into the CR.dat but all that did was leave the halo.tga and the cage around the bulb with no texture of the shade. I'm really just stumbling around in the dark with S3D and found it was the uv map that takes the same rib texture from the torpedo tube status lights etc, I just couldn't get it to import.

I'll take a look at those textures and see if I can crack it, I really would like those textures on all the lights, the realism factor is immense with them on all the bulbs in the boat. I'll hold off uploading the files to you guys until I get it sorted. Thanks again FM!!

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Old 03-09-10, 09:47 AM   #17
Paul Riley
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I also dislike the bright glare inside the UBoat,this is looking GOOD!
Fantastic work pal.
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Old 03-09-10, 12:27 PM   #18
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Well my optimism was short lived. I can't get the textures onto the bulbs, my expertise in S3D is nowhere near enough to do it. The texture .tga IS int_7.tga, but there are more than one in the .dat file list, but that isn't the problem, it's the UV mapping in the 3D Model field of the node. On the stock one, the UV map is merely a dot, not big enough to show the whole texture, but the one in the CR is bigger. I've tried exporting this and importing that but all it does is make the whole texture vanish. I'm at a loss...

Are there any places that I can learn about S3D's importing features or can somebody maybe help me with an explanation of how I do this? I'm sorry my description is vague but my brain is fried so I hope someone knows what the hell I'm on about. I've noticed that all the lamps are linked together as one node but I can't work out how to add the texture to each individual lamp, or as a group. It's so frustrating as all the hard work is done, just this tiny little detail that I've set my mind on is proving to be too big a hurdle for me and the end result won't be as good.

I'm gonna go finish my latest patrol to unwind, I hope no little sloop or tugboat crosses my path cos I'm gonna fill it with all my torps the mood I'm in...

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Old 03-11-10, 02:50 PM   #19
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I got to say wow!!! these lights make the interior look so realistic, SH3 never stops to amaze me.. who needs sh5

To bad for that problem on the UV, I hope someone with sh3 skills could help you, because this already looks pretty dam brilliant!

If you cant pass on that barrier, release it anyway as it is, because as I said it looks superb
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Old 03-11-10, 03:50 PM   #20
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Quote:
Originally Posted by Damo View Post
Well my optimism was short lived. I can't get the textures onto the bulbs, my expertise in S3D is nowhere near enough to do it. The texture .tga IS int_7.tga, but there are more than one in the .dat file list, but that isn't the problem, it's the UV mapping in the 3D Model field of the node. On the stock one, the UV map is merely a dot, not big enough to show the whole texture, but the one in the CR is bigger. I've tried exporting this and importing that but all it does is make the whole texture vanish. I'm at a loss...

Are there any places that I can learn about S3D's importing features or can somebody maybe help me with an explanation of how I do this? I'm sorry my description is vague but my brain is fried so I hope someone knows what the hell I'm on about. I've noticed that all the lamps are linked together as one node but I can't work out how to add the texture to each individual lamp, or as a group. It's so frustrating as all the hard work is done, just this tiny little detail that I've set my mind on is proving to be too big a hurdle for me and the end result won't be as good.

I'm gonna go finish my latest patrol to unwind, I hope no little sloop or tugboat crosses my path cos I'm gonna fill it with all my torps the mood I'm in...


Sorry i should have been more specific in my last post, to remap the uv channel you need some 3d software like maya/3dsmax or any of the good free ones like wings3d etc. Export the bulbs models to it and apply a new projection to the geometry, this cannot be done with s3d.

Gimmie a minuite and i`ll see if i cant upload a version of the bulbs geometry with corrected maps just for you
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Old 03-11-10, 04:50 PM   #21
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Quote:
Originally Posted by flakmonkey View Post
Sorry i should have been more specific in my last post, to remap the uv channel you need some 3d software like maya/3dsmax or any of the good free ones like wings3d etc. Export the bulbs models to it and apply a new projection to the geometry, this cannot be done with s3d.

Gimmie a minuite and i`ll see if i cant upload a version of the bulbs geometry with corrected maps just for you
I guessed I'd need a 3D program to do it, I even tried opening the .obj files I exported in Photoshop but instantly knew that wasn't the answer. I downloaded Blender, a free 3D package that was talked about elsewhere on Subsim but haven't even installed it yet so don't know if I'd have solved my problem with that, I know I can't afford 3DSMax, lol, especially as I only need it for this small task, I guess the trial would have done but at over 3gigs, it's a bit of a heavyweight, download-wise.

FM, you would be doing me a great service if you help out and is a great example of how people in this community are so willing to help out people with dumb questions, LOL. When you say you are going to upload the corrected maps, do you mean I can just use the import option in the 3D Model options to apply it and it's sorted? Also, the engine room, quarters, and radio room have their own geometries for the lights separate to the CR. Asking you to map all those sections is too much so please let me know if Blender will do it, and maybe I can get it done. As it is, the difference between the CT bulbs and the rest of the boat isn't noticeable as much as not many people spend their time sitting in the CT, but add the textures to the CR and not the rest of the interior, it becomes glaringly obvious.

I've just uploaded a beta version to filefront in preparation to distribute to the people that need to see it before I release fully, but I did it with a heavy heart as to me it was unfinished without those bulb textures. If you want me to PM you the link to my mod as it is now, just say and I'll PM you, otherwise I'll wait until I get, in my mind, a finished article.



Thanks again for taking the time to help the best you can, you're a legend.
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Old 03-11-10, 05:22 PM   #22
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Quote:
Originally Posted by Damo View Post
I guessed I'd need a 3D program to do it, I even tried opening the .obj files I exported in Photoshop but instantly knew that wasn't the answer. I downloaded Blender, a free 3D package that was talked about elsewhere on Subsim but haven't even installed it yet so don't know if I'd have solved my problem with that, I know I can't afford 3DSMax, lol, especially as I only need it for this small task, I guess the trial would have done but at over 3gigs, it's a bit of a heavyweight, download-wise.

FM, you would be doing me a great service if you help out and is a great example of how people in this community are so willing to help out people with dumb questions, LOL. When you say you are going to upload the corrected maps, do you mean I can just use the import option in the 3D Model options to apply it and it's sorted? Also, the engine room, quarters, and radio room have their own geometries for the lights separate to the CR. Asking you to map all those sections is too much so please let me know if Blender will do it, and maybe I can get it done. As it is, the difference between the CT bulbs and the rest of the boat isn't noticeable as much as not many people spend their time sitting in the CT, but add the textures to the CR and not the rest of the interior, it becomes glaringly obvious.

I've just uploaded a beta version to filefront in preparation to distribute to the people that need to see it before I release fully, but I did it with a heavy heart as to me it was unfinished without those bulb textures. If you want me to PM you the link to my mod as it is now, just say and I'll PM you, otherwise I'll wait until I get, in my mind, a finished article.



Thanks again for taking the time to help the best you can, you're a legend.
Ive edited the lamps models for the diesel room/aft quarters and galley, all you need to do is import these edited geometries and change the materials to use int_7.tga, i`ll include some pics as a "how-to".

Unfortunatly ive exceeded my net usage for this month so im paying per mb right now, so im going to wait until i can get to the library tomorrow morning before i upload the fixed files (its only a 1.5mb zip file but still pricey!)

No worries on the work, if id have mapped them properly when i was modellingthe new rooms there wouldnt be an issue
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Old 03-11-10, 07:53 PM   #23
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Hey don't rush, you can't put a time limit on perfection, lol. Did you do the same for the CR? You didn't mention it in your post. Not trying to heap more work on you...

I really appreciate your help, although the work involved in this was tedious to edit each individual light, it was easy, you've helped me finish off the hardest part which now makes the overall effect complete, for that I am truly grateful. It felt unfinished the way it was, I wish I'd never ventured into the conning tower, LOL. You don't need to feel bad about not mapping the lights in your mod, the levels at which we are now in SH3 are probably beyond even what the original dev's envisioned so such a small detail like the lights is nothing compared to what you and other talented modders have achieved.

It's the whole reason I did this in the first place, I myself have (at present) 43 mods on my game, after so much taking I felt compelled to give back and this is my little contribution to the evolution of SH3. It's not much, but it's effective and through running into these small problems and receiving help from people like you I learn more and the probability of me attempting something else in the future increases.

You'll get top billing in my readme credits mate.

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Old 03-12-10, 01:26 AM   #24
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Quote:
after so much taking I felt compelled to give back and this is my little contribution to the evolution of SH3. It's not much, but it's effective and through running into these small problems and receiving help from people like you I learn more and the probability of me attempting something else in the future increases.

You'll get top billing in my readme credits mate.
very well said mate very nice teamwork here
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Old 03-12-10, 02:39 AM   #25
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Beautiful work.

How the hell do you have an engine compartement ?
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Old 03-12-10, 05:45 AM   #26
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Fixed lamp models: http://www.filefront.com/15808229/lamps%20models.7z
+I didnt alter the stock control room lamps/bulbs as they should already be using the ribbed texture from int_7.tga and have the proper uv mapping, but i have to admit i didnt check so i may be wrong.

Im assuming youre editing the v1.0 of the interiors mod and not the old beta version, so open NSS_Uboat7_RR.dat with s3d.


- first locate the node for the engine room lamps/bulbs (its under the "GALLEY_DIESEL" interior root node
- expand the lamp node and right click on the 3D Model node, Import>3DModel and locate the supplied file "ENGINEROOM lamps.obj"
- The lamps in the diesel room should now have the proper uv mapping but you still need to alter the material to use int_7.tga to get that ribbed texture.

- locate the material node ENG_lamps.tga, expand the node and right click on the embedded image node, goto import>embedded image and select int_7.tga from the folder i supplied.


You also need to repeat the above steps for the galley/aft quarters lamps, importing the "galley and aftquarters lamps.obj" ive supplied and altering the corresponding materials to use int_7.tga.
For the fore quarters you only need to alter the material/texture since the models already have correct uv mapping.


note: i chose this method for simplicity and to keep the existing material attributes for the lamps, although it does result in multiple copies of the same embedded texture in the dat which is not great for optimization (DD would shout at me for this!) but its only a couple of Mb in this case.
The ideal way would be to create a whole new material with the correct emissive properties and texture, and use that same texture for all the lamps but in my estimation that would be more complex to explain.






Gilbou the interiors mod has been around for a month or so, here: http://www.subsim.com/radioroom/showthread.php?t=162631
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Old 03-12-10, 04:12 PM   #27
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Well, that didn't seem to fix it I'm afraid. I've even tried that Blender program but it seems way above my head. I'm going to go on now with the assumption that I'll be releasing as is, without the ribbed textures. I've spent way too long over this small detail and could have released days ago and moved onto other versions. For that reason, I'm done with it.

I'm going to PM you the link to what I have now for you to look at and maybe provide feedback. If you want to take a look at the .dats and see the problem from my perspective with your more experienced eyes, go ahead, but I don't expect you to do so at all. But if there are any glaringly obvious problems you see, please advise me so the community doesn't get a buggy mod.

I'll also send the link to Diving Duck and lucagaeta as my mod adjusts their files. If anyone else feels they should receive the link because I may have changed their work, please PM me or post here.

Be advised that what I've uploaded is a version from a few days ago and some light levels have been altered since, but for the purposes of getting permission to proceed, it is a final representation of what I've altered, just values may be different in the final.

@all

A download should be available within 5 days if all goes to plan and nobody has any objections. The first version will be made for people using BOTH the FM Interiors v1.0 (not the beta), and lucagaeta's Open Conning Tower hatch with food. Next will be for FM Interior v1.0 only followed by a version for OH v3.09. Only the VII is covered for now but other boats will be covered eventually (hey, I wanna play too...). Hopefully that will cover most of the players here but feel free to post if you feel left out, I may make a version for you too if the demand is there.
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Old 03-12-10, 04:50 PM   #28
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Just sent you the PM response mate!

Thanks


Great light effects!
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Old 03-12-10, 04:58 PM   #29
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OOppss forgot to say something!

You state this in the Read me:

This version of the mod IS NOT compatible with the FM Interiors mod on
it's own, you MUST have the Open Hatch mod enabled before enabling
this mod.


Now the FM Interiors Mod already haves DD_OH included so mi question
is if still I have to enable the Latest OH mod before installing this?
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Old 03-12-10, 05:18 PM   #30
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Quote:
Originally Posted by JCWolf View Post
OOppss forgot to say something!

You state this in the Read me:

This version of the mod IS NOT compatible with the FM Interiors mod on
it's own, you MUST have the Open Hatch mod enabled before enabling
this mod.


Now the FM Interiors Mod already haves DD_OH included so mi question
is if still I have to enable the Latest OH mod before installing this?

Ooops, my bad, I meant the Open Conning Tower hatch, so as long as you have FM Interiors and Open Conning Tower TestFM Food mod enabled in that order, it should work, as that is the setup I have and what I built the mod on.

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