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Old 02-10-08, 10:43 PM   #1
schnorchel
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Default Help! how to import/export obj in 3dsmax?

Hi Kaleuns,

Recently I want to try to mod some SH3 3d models. But I am pretty new for 3dsmax. no experience on it at all. I fund a link post by Seeadler about how to do it http://www.subsim.com/phpBB/viewtopic.php?t=44354. Because this thread is too old all tutorial pictures link is dead. i understand that there have lots options present in the imports/exports dialog and they are very important for the successfull importing /exporting the obj files. Could anyone help to repost these pictures to enlight me? Thanks in advance.

BTW, I have 3dsmax 7.0. Do I need to intall the Import and export plugin?
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Old 02-10-08, 11:17 PM   #2
Madox58
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I use 3Ds Max 9 but here are my settings


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Old 02-11-08, 12:38 AM   #3
schnorchel
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Hi privateer,

Great ! thank u very much. I will try it.
But now I meet a problem on the Pack3d. i want to try to make a trial to see if i have any problem on pack3d before start woking on the obj files with 3dsmax.
what I have done is:
1. get a pack3d version 1.051121
2. copy the folder objects include all files in it from SH3 to other place.
3. open the file Turm9c_1_hd.dat from the new created folder objects by pack3d and hit button Export.
Some files will be created in a new-created folder named 3d in the folder objects.
4. select the folder "3: Turm9c_1_coning9c_High" presented in the left window of the pack3d and hit
the button Import then select the file Turm9c_1_coning9c_High.obj in the folder 3d to import.
5. now a new Turm9c_1_hd.dat is created. Copy it in the relevant SH3 folder and run a single mission
with typeIXb41 to see if anything abmormal or changes on the conning tower.
Actually I mean I do not modify the file Turm9c_1_coning9c_High.obj. just export it and import it
back to the Turm9c_1_hd.dat. but what I get is like that


Can u tell if i am wrong on some process to manipulate the pack3d?
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Old 02-11-08, 04:19 AM   #4
flakmonkey
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Cant help with 3dsmax specific issues as i dont use it but from the screenie it looks as if you have a reversed surface.

Sh3 surfaces only have 1 side, whereas most 3d apps have double sided polys by default, there will be an option in 3dsmax somewhere to display polys single sided so you can tell which way round a surface is, + you could also select the surface and reverse its normals in max and that will fix the prob.

+looks like your watch crew need to lay off the schnapps
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Old 02-11-08, 07:39 AM   #5
Madox58
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You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.
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Old 02-11-08, 10:20 AM   #6
schnorchel
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Quote:
Originally Posted by privateer
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.
Thanks for ur infor. I am trying
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Old 02-11-08, 09:50 PM   #7
schnorchel
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Quote:
Originally Posted by privateer
You need to use version 2 of Pack3d
All other versions flip things around.
I only use version 2 and have no problem with flipped faces
or misaligned nodes.
privateer,
As your instruction I use version2 to redo the whole thing. the flipped face problem is sovled but it seems still has some texture issue. dont know why and how to solve it.

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Old 02-11-08, 10:15 PM   #8
Madox58
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Easy enuff to fix!

Open the object you modded or exported and search for this line:

usemtl cfg#E01

Change it to:

usemtl E01


Now open the mtl file and look for this section:

newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01

Change it to:

newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga

Now reimport.
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Old 02-12-08, 05:18 AM   #9
schnorchel
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Quote:
Originally Posted by privateer
Easy enuff to fix!

Open the object you modded or exported and search for this line:

usemtl cfg#E01

Change it to:

usemtl E01


Now open the mtl file and look for this section:

newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01

Change it to:

newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga

Now reimport.
privateer,
You are an expert . Do u mean that I must use hexeditor to edit it?
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Old 02-12-08, 07:10 AM   #10
Madox58
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Both files are text files.
Notepad works fine.
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Old 02-12-08, 10:04 AM   #11
schnorchel
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Ha! privateer. That 's why I said I am really new for this. Just now I realize that the obj file can be edited by the notepad! Again Thanks for your help!


good hunting!
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Old 02-12-08, 10:17 AM   #12
Tomi_099
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Quote:
Originally Posted by privateer
Both files are text files.
Notepad works fine.
privateer,
You are an expert and my favorit

And maybe my SHIII!!! partner --
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Old 02-12-08, 05:48 PM   #13
Madox58
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Glad I can help you guys out.
Not sure what you mean Tomi.
But Thanks all the same!
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Old 02-16-08, 08:58 AM   #14
schnorchel
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privateer,

Still need your help. maybe is a stupid question, I dont know the E01 which is mentioned in the mtl file and the obj file is invoked from where? Looking forward to your or anyone's help!
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Old 02-16-08, 09:11 AM   #15
schnorchel
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maybe it is a place for emblem.
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