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Old 01-06-17, 07:40 AM   #16
gap
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Originally Posted by the_frog View Post
there are two models in the Pack 3D Models collection, from different games. One is a reasonably well looking low-poly version...
Wow, nicely detailed model with separeted meshes for control planes and other detachable parts (wings need to be cut away from the main chassis though, but that's the least problem), excellent UV-unfolding texture work (by the way: just one texture for the whole model), and it even comes with normal and specular maps! Looks like its author made it with our game in mind... pity that I was making good progress with the other model, but I will happily scrap it. Thank you the_frog!

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...but offerend only in 3ds (Wise, can you take care of that? I do not use 3Dmax ...):
Wings3d has an inbound 3ds importer. Model subparts are not in their correct position, but snapping them in their place is an easy job

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Originally Posted by the_frog View Post
By the way, converting of Sketch-up models often results in numerous fragmented and duplicated triangles. Same problem is also with Flight Simulator models (if I remember right, Sergbuto's Wildcat was converted from Flight Simulator).
I know: fragmented/duplicated/inverted/redundant/non UV-mapped faces, are common eveninces when converting from Sketch-up models. But not all of them are as bad. At worse use them as template for my own meshes, when I miss good plans/blueprints. This is what I am currently doing for Kendra's lighthouse (though the original conversion wan not that bad)
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Old 01-06-17, 08:04 AM   #17
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... oh my ... I mixed up 3ds and max ... right, wings3D has very good 3ds importer. For maxr, there's no importer ...

When lacking proper plans, I also used exisitng 3d models as templates. I meanwhiel avoid that practice because seemingly many models have been done not based on plans but just on wild guessing ...
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Old 01-06-17, 09:04 AM   #18
gap
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... oh my ... I mixed up 3ds and max ... right, wings3D has very good 3ds importer. For maxr, there's no importer ...
yep, unlike .3ds, the .max format is a proprietary format. No importer that I know of for it

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When lacking proper plans, I also used exisitng 3d models as templates. I meanwhiel avoid that practice because seemingly many models have been done not based on plans but just on wild guessing ...
Well, when you have nothing but your eyes for guessing the proportions of an object, someone else's estimates are better than nothing, especially if compared with photographs of the same object from different angles. By the way, my squid launcher model was mostly done by pure guestimation, and if someone else wanted to create a better representation of it, he would have no better option than using my model as template for his own work (as far as I can understand, there are no other models of it around), unless he had access to original plans indeed

P.S: I had a look into the Pack 3D website (thank you for pointing me to it!) and I norticed they even have a Grumman F6F Hellcat model in their collection (an high-poly one though). Has this aircraft ever been released for SHIV?
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Old 01-06-17, 11:09 AM   #19
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... yes, max is a proprietary format and it is not likely an importer will ever come to existence ...

I have a rough plan of the Castle class; it includes plan views of the Squid (size 50 x 150 px for all 5 views -- not very helpful ... ).

I am not aware of any Hellcat in SH3 or SH4 but, note, I am no SH4 expert
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Old 01-06-17, 11:11 AM   #20
Wise
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Gap, Frog!
Guys, do not you think that we are too deep into this aircraft problem?
It is worth it?
The author of a thread silent, and we are here, as if we solve the main issue Silent Hunter.
Personally, I have enough other problems. More important, in my opinion.
http://www.subsim.com/radioroom/showthread.php?t=212557
You do not?
With your permission, here I leave you.
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Old 01-06-17, 11:17 AM   #21
Anvar1061
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Originally Posted by Wise View Post
Personally, I have enough other problems. More important, in my opinion.
http://www.subsim.com/radioroom/showthread.php?t=212557
You do not?
With your permission, here I leave you.
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Old 01-06-17, 11:21 AM   #22
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Wise, I agree ...

... and will focus on finishing my own project ...
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Old 01-06-17, 12:05 PM   #23
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Thank you very much everyone for taking time to help me with your skill ! I just don't understand why it was good before I exported the model ? ....
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Old 01-06-17, 12:26 PM   #24
Wise
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Originally Posted by Kendras View Post
I just don't understand why it was good before I exported the model ? ....
Pass of file OBJ through 3d-programm , i.e. circuit of processes: Import from S3D -- Export in 3d-programm -- Import from 3d-programm -- Export in S3D changes in the OBJ file record about textural coordinates.
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Old 01-06-17, 12:26 PM   #25
gap
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Originally Posted by Wise View Post
Gap, Frog!
Guys, do not you think that we are too deep into this aircraft problem?
It is worth it?
The author of a thread silent, and we are here, as if we solve the main issue Silent Hunter.
Yes, we are. It is worth it? Probably not. Why we are into it? Personally because a subsim friend asked for our help, and because I love everything that is related with WWII, (naval) simulations, 3D modelling and Silent Hunter games

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Originally Posted by Wise View Post
Personally, I have enough other problems. More important, in my opinion.
http://www.subsim.com/radioroom/showthread.php?t=212557
You do not?
With your permission, here I leave you.
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Wise, I agree ...

... and will focus on finishing my own project ...
Roger that.
Thank you for your unvaluable help. I wish you many pleasant hours with your own projects. Looking forward to them

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Originally Posted by Kendras View Post
Thank you very much everyone for taking time to help me with your skill ! I just don't understand why it was good before I exported the model ? ....
Good question, but I have no plausible answer for that, only some undemonstrated guesses that are not worth being mentioned here. The one thing I can say for sure, is that it looked okay (some problems are partly visible even in the original unit), but from the beginning it was not good. There is no way that S3d can corrupt a model that way once exported

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Originally Posted by Wise View Post
Pass of file OBJ through 3d-programm , i.e. circuit of processes: Import from S3D -- Export in 3d-programm -- Import from 3d-programm -- Export in S3D changes in the OBJ file record about textural coordinates.
More or less what I was going to say. Vertex order gets rearranged when passing from a program to another one, so faces that might have been hidden below other faces in the original unit, might have become apparent after passing the model through Wings3D. If so, we should assume that the original author was lucky that all the problems affecting the model didn't show up at first, unless he made something for hiding them that I don't know. But I repeat, one thing is sure: the model was flawed from the beginning...
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Old 01-06-17, 05:35 PM   #26
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Gap, kendras!

All airplane models converted from early versions of Combat Flight Simulator to SH3 have these kind of flaws. Well, these models were among the first ones to enter SH3 and were done when modding was not as easy as to today (there was no S3Ditor, just some cloning programme, the rest was hex-ing).

Cheers
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