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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the deep .
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I could never make models or anything either but i have tweaked files . I cannot wait for the plethora of new models from talented modders using this tool .
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#2 | |||
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
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I've been working on building "from scratch" SH4 vessels for several months and I'm still not there... yet. But I'm not going to "throw in the towel". S3D has saved me hours of work, and I'm learning the processes just like you are, and like so many other SH modders. So, quit yer squawkin' and git to moddin'... ![]()
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Hi clayp, no, unfortunately there's not alot of documentation regarding S3D. Then again, if I have to choose to write documentation or add a new feature, the choice is simple. I am a developer and not a writer. I try to do my best to explain new features here and in the changelogs, and most people seem to pick it up fairly soon.
That said, if you feel 40 pages is a long read, I can assure you a manual for S3D will be longer if I would cover every single thing that it can do in easy language. Everybody that uses it now has been in the same boat (pun intended) as you are now. We all had to learn about the game, and about tools, including myself (and I still don't know everything nor will I ever probably). You have to start somewhere. The later you start, the more difficult it will become. As S3D develops, it can do more, and thus becomes more complex. This is an unfortunate side effect of all software, but there's nothing I can do about it. My advice is simple: read threads, ask questions, and try.. try.. try.. We all do it. So can you.
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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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#4 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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I'll give it a try....
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#5 |
Watch
![]() Join Date: Dec 2007
Posts: 17
Downloads: 0
Uploads: 0
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#6 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
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Try to reverse the polygons normals before exporting them as obj, the picture is too small and a bit dark to give a better advice.
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#7 |
Eternal Patrol
![]() Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
Downloads: 0
Uploads: 0
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Thanks allot swasjer for use of your editor. Even though I still had to use Hex Workshop to recheck the work (since the editor is still in Beta), the editor saved me time and made it easier to focus on making the additions to my mod rather than working with numbers.
I should've known better that I needed to cross reference parent id's when matching ammo with a particular weapon. Brain cramp. LOL! |
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#8 |
Gunner
![]() Join Date: Dec 2007
Location: on some striat
Posts: 96
Downloads: 1
Uploads: 0
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I am having the same problem, no soultion found.
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#9 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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The problem is the MTL contains no materials, and also the OBJ files don't have any references to a material (using 'usemtl'). A model must always have a material assigned to every single face, or S3D can't import it.
The error message is not so meaningful but I will correct this in a new version.
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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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