SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-11-07, 04:45 PM   #1
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Try what I do with the exported Obj files in this thread.

http://www.subsim.com/radioroom/showthread.php?t=105503
  Reply With Quote
Old 02-11-07, 04:50 PM   #2
Lord_Kitchener
A-ganger
 
Join Date: Dec 2003
Location: North Carolina
Posts: 77
Downloads: 368
Uploads: 0
Default

What about the OPEN HATCH thing?? Whay are you screwing with subpens?
Lord_Kitchener is offline   Reply With Quote
Old 02-11-07, 05:11 PM   #3
urfisch
Sea Lord
 
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
Default

Quote:
Originally Posted by privateer
Try what I do with the exported Obj files in this thread.

http://www.subsim.com/radioroom/showthread.php?t=105503
thanks for the tip.

it might helped, if there would have been texture coords...but as i wrote theres just one material left after the export. so even via hexedit changing the header doesnt solved the problem...

urfisch is offline   Reply With Quote
Old 02-11-07, 05:24 PM   #4
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

Textures are the biggest thing when exporting
I always lose mine
So have given up
:rotfl:

Dont you dare do that though
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 02-11-07, 08:06 PM   #5
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I've never used C4D so i can't help you.
I always keep a copy of any thing exported with Pack3d so after working on the
object in 3ds Max I can look at the file with a text edit program
and fix some of the bad export jobs the plugins seem to do.
Like the Header info and from time to time, elsewhere in the file also.
If it doesn't look like the original in Deep Exploration, I edit by hand.
  Reply With Quote
Old 02-12-07, 02:36 AM   #6
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by bigboywooly
Textures are the biggest thing when exporting
I always lose mine
I discovered tonite that when exporting the weapons crew with Pack3d
the texture gets changed from man_DCR.tga to casca1.tga.
Not sure which version I used as it was awhile ago.
  Reply With Quote
Old 02-12-07, 03:26 AM   #7
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Moin,

carrying the texture mapping forward to the game isn´t that complicated.
  • First of all make sure you assign the appropriate ID´s to all faces/polygons.
  • The texture´s names you use are unimportant. Export to *.obj and import using Pack3D.
  • Open your hex editor and search for the object´s node. At the end of the data block you´ll find all that´s needed to assign the textures.
The pic below contains all you need to know. (it´s an early stage screenshot of my speedboat *.dat)



@privateer:
see the OBJECT 3D ID, it contains 15 digits only. 0A 8E EA A2 47 BB 85 2D. Seems that Pack3D uses to cut the leading 0.

@urfisch:
looking at the subpen screenshot I think it could be the same annoying issue as with the u-boat interior. The pen´s 3D object data block probably contains a TMAP section. ref supposed it could be some kind of prelighting. But for now I don´t know how to bring that one in. Even re-importing the original *.obj results in a loss of this information. That´s the reason why it looks that foggy. Every other object that is brought into the scene looks pretty well lighted since it has it´s own TMAP section.

Regards,
DD
DivingDuck is offline   Reply With Quote
Old 02-12-07, 03:34 AM   #8
Venatore
Admiral
 
Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
Default

There is sooooo much I don't know about computer programs. That looks like some sort of grand master maths formular . Good luck what ever you guys/gals are trying to achieve
Venatore is offline   Reply With Quote
Old 02-12-07, 10:54 AM   #9
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

:hmm: What manner of langauge is all that
:rotfl:
Nah I still give up
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 02-12-07, 11:25 AM   #10
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

@DD Yes, I caught that little drop the 0 problem.
I'll look at the ID of the man_DCR.tga to see if it starts with a 0.
That may be the cause. I just changed the reference with a text
editor and all is well.

Here is the line after Pac3d export:

vt 0.0412762202 -0.0706884861
# List of faces (triangles)
usemtl casca1
f 1/1 2/2 3/3


Here is the fix:

vt 0.0412762202 -0.0706884861
# List of faces (triangles)
usemtl man_DCR
f 1/1 2/2 3/3

works perfectly.

Last edited by Madox58; 02-12-07 at 11:52 AM.
  Reply With Quote
Old 02-12-07, 01:04 PM   #11
Uber Gruber
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Any old iron ?
  Reply With Quote
Old 02-12-07, 01:15 PM   #12
urfisch
Sea Lord
 
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
Default

i managed to export the obj with texture data and coordinates (the riptide plugin works fine). but sh3 seems not to find the textures...its still all black. i have the same in c4d when he didnt finds a texture - its all dark black. not even to see outlines its just deep black. i think sh3 has for interior files some kind of other hierachy...as the work with "outer" files comes without problems. but i also recognized that the plugin does not transport specific texture attributes, as lighting, etc. and i think the inner textures have a kind of self-illuminating attribute. but there is also another light-ressource, which i and also diving duck havent found yet.

ideas are still welcome.

urfisch is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:31 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.