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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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I will come back later Regards Hans, |
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#17 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
model.OBJ model-uv2.UVW If you have the other radio button selected, S3D will not see the model-uv2.UVW file, instead it is looking for model-uv2.OBJ.
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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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#18 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() Quote:
Ok for the import/export i now completly understand the process except when i am saving my uv layout and used the 3dsmax uvw import option i don't see the others uv channels except the default one in obj. So i used loaded uvw objects instead and it work fine. I only have 2 majors problem to solve before finally showing my work first i am using 3ds max 2009 so procedures might be different regarding the reset uvw mention on your import/export tutorial, for now i have collapse uvw unwrap after editing both channels and my first problem occur in max 2009 they change the way uv channel work! So i have uv channel 1 showing in my uv channels 2 and i don't know if it is possible to separate them, i try a lot of thing like adding another unwrap on stack changing to channel 2 reset and load back 2 and still see channel one under it so i maybe force to redo my uv layout for the third time since i try many different way. My second biggest problem is the ambient occlusion map that show in black in sh3 editor and in game it just doesn't show at all i have the conning tower texture ok but without shadow, i have read all your post on submarine sim central regarding this issue and try everything you mention, moving node upper etc. with no success so far. You where mentionning to check if selfOcclEnable was set to true in UnifiedRenderController but maybe i figure it was only regarding Silent hunter 4, i saw that controller for sh3 and try to put it at the end of the tree and on top without sucess. to conclude that lengthy post when i finish my first mod i will write extensive tutorials regarding your wonderful software and believe me i know the effort behind the code that why i reiterate my offer to do anything graphic for you as a form of deep gratitude since money is not my best friend currently. You want your 3D self at the periscope with a beard as your loading screen just send me right side view, left side view and front view of your face and i'l do it with pleasure ![]() Best regards Hans, Last edited by Hans Witteman; 04-13-10 at 10:44 PM. |
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#19 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi again,
I forgot to ask how can i import let say an animated object fixed on the sub that user can activited with keyboard command on will with sound file associated? Do i have to make the animated object a child of the sub in 3ds max and export as a child node of the sub, and how to save animated object as .anm in data/animations folder? Flakmonkey also told me ambient occlusion didn't work in uv channel 3 but it work for me on the ext turmIIA and i was wandering if i could write a FAQ about what is generally possible to modify in sh3 editor and what impossible to achieve, this would save tremendous amount of wasting time for new modders. Regards Hans, Last edited by Hans Witteman; 04-13-10 at 11:29 PM. |
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