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Old 10-22-05, 01:07 PM   #76
Sansal
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Quote:
Originally Posted by Papabull
The link to the new version gets me pack3d.zip; I don't find an executable in the .zip file - pack3d.java is close as I get and it's not an executable file. Java 2 runtime installed on my machine, the first release pack3d.jar runs fine for me.

Papabull
When you download this zip (really a jar). You can selec the program to start i; javaw.exe
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Old 10-22-05, 05:41 PM   #77
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Thanks Sansal

On a future versions will be posible to view/change the XYZ coordinates of the 3D single objects?
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Old 10-22-05, 06:30 PM   #78
Sansal
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Quote:
Originally Posted by Flakwalker
Thanks Sansal

On a future versions will be posible to view/change the XYZ coordinates of the 3D single objects?
This tool is in continous improving. You will have this.

Cheers,
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Old 10-22-05, 08:00 PM   #79
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hi sansal,

i don't find an javaw.exe. how can i start it?
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Old 10-22-05, 08:38 PM   #80
Sansal
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There isn't a exe. You need have www.java.com installed, then this .jar file works like a exe.

Cheers,
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Old 10-22-05, 08:54 PM   #81
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hola sansal,

java is installed! in witch folder must i extract the pacK 3d files?

i know, my english is so ****. sorry...
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Old 10-23-05, 07:19 AM   #82
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Hi hamburger,

is not exe, is not zip, is not a comprimed file...
Pack3d function standalone, probabily you have associate file jar a to the winzip or another program...

in any case: right click to the link and save to file. Do not change extension or associate at any program.
If you have installed java and probabily you have need of Microsoft Net Framework (download to microsoft).

here the link:

1- http://www.microsoft.com/downloads/d...displaylang=en

2- www.java.com

3- http://24flotilla.gamab.net/pack3d/Pack3D.jar

enjoy
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Old 10-23-05, 07:24 AM   #83
UBOAT234
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Hi Sansal,

Very Good Work...

Best Regards
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Old 10-24-05, 07:35 AM   #84
Cdre Gibs
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Sansal

Matey I'm still getting this error msg every time I import a modified obj model back into a dat file :

"Java.Lang.NullPointerException"

Thanks to Seeadler's info - the import into 3D max 7 now works correctly. Following his "How to" to the letter I exported the modified "NDD_Type34_cablu.obj" back into the 3d folder inside my Type36A folder and then with Pack3d I try to import this modifed obj back into the type 36A dat and I always get the above error msg.

Its driving me NUTS.

In MAX the damn cables (cause thats what this obj file is) are now all correct for length, position and so forth. They are exported back (as far as I can tell) just fine. The only thing that don't add up is the fact that the COORD's for the "NDD_Type34_cablu.obj" in the Dat dont translate correctly in MAX. See in MAX, Dat Z COORDs become MAX Y COORDs and DAT Y become MAX Z COORDs - however IF Dat Z COORDs are a Negitive value they are now a Postive value iin MAX. ie:

Dat COORD Y = -4.096

become

MAX COORD Z = 4.096

So when I use the DAT COORDs in MAX the bloody cables are nowhere near where they are ment to be. All other COORDs work 100% fine as per above, makes no bloody sence.

Anyway I await your pearls of wisdom and hope this can be resolved.
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Old 10-24-05, 04:19 PM   #85
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[img][/img] what do you think about my new officers hat?
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Old 10-24-05, 06:55 PM   #86
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Hi Sansal,

I have modified some file obj, but pack3d do not import this my file modified.(3ds)

I have tried also with other converter and other program. UV Mapping but obj do not enter in dat...

Wath is?

bye
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Old 10-27-05, 08:03 AM   #87
Manuel Ortega
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This post should be sticky.

This is THE TOOL, and shouldn't fall to the bottom of the forum.
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Old 10-27-05, 02:40 PM   #88
UBOAT234
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Hi,

Help me!

I have a problem most seriously...
Is very important resolve the question.
I have genarated the clone and correct the name of all files, and in the files. The problem is that: complex for me, the file job is created from pack3d, and modified from wing 3d or 3ds. But when save the file, exported, not have the value original. I have modified only the texture mapping with mapping editor.
... also, when i charge program Silent Hunter, MUSEUM, I select the unit created and I see the unit, that function... but when select other unit in two time, program crash... Horror! Do not function...

Help me please...
UBOAT234
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Old 10-27-05, 03:17 PM   #89
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Quote:
Originally Posted by Sansal
New version released
Great. What Pack3D really needs is an option to clone a model without changing IDs of 3D meshes because with all the clones made with Pack3D on my computer I can really see how the FPS rate goes down quite a bit. In some case, there are no need to load multiple copies of 3D meshes at all.

Another important thing is a possibility to make changes to the ZON files to really get the damage model right for new units. Because without proper damage models, most of the results of 3D modelling going on right now can be only used as eye candy.
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Old 10-29-05, 07:00 PM   #90
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Quote:
Originally Posted by Sansal
Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by Sansal
I need to know, what ship and what parts are you changing. I understand that you don't a 3d modification, only a traslation of a part.

I don't have problems with this traslations.
I'm taking the coastal merchant's bridge (NKSQ_comanda.obj), resizing it in wings3d, and putting it on the commerce raider cargo ship's hull (NKGN). I delete the existing bridge and add this new one but it almost never works. When it does I get the deck texture as the hull texture, instead of the hull's tga. I have a strong feeling that the textures are also what cause the error message. What are the rules for textures in pack3d?
The textures need be the same in the .dat and the new 3d object. In other words, the .mtl of the new object needs to have the same materials (names and .tga) that the name_of_ship.mtl exactly the same names for a correct importation.

How to do this? There are few solutions.

The most easy is, one time you have the new object in wings3d, the first think is that change the materials of this objects for the materials existing in the new_ship.dat file, then save this new desing and you can import it to the new ship. With this we are sure that the .mtl of the new object and the textures of the new_ship.dat will be the same names.

Sorry my english. I can't explain good.
This happens I'm taking existing ships and modifying their obj files. When I move or resize objects either Pack3d or Wings3d messes up the texture scheme and I get the hull textured as the deck. I was working on the C-2 today, for example, and just moving the bridge and resizing it caused the texturing problem. Also, sometimes when I resize objects in Wings3d I get clones of the existing textures that make the model impossible to import.
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