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04-18-08, 05:14 PM | #151 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Whooooooops, I just deleted S3D source code... Hick.... Ah well.... Hick....
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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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04-18-08, 05:40 PM | #152 | ||
Ocean Warrior
Join Date: May 2005
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04-18-08, 06:14 PM | #153 | ||
Silent Hunter
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I think you need to select "File" and then "Import" and then "3d model" or "embedded image". What else do you have to do? Also, what controls how many pieces of debris or boats spawn?
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04-18-08, 06:56 PM | #154 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.
Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help. And Rubini can probably work out how to do the import with S3D. [edit] Here's the update: http://www.subsim.com/radioroom/show...71&page=30#587
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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 |
04-18-08, 06:56 PM | #155 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Argh, double post...
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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 |
04-18-08, 07:10 PM | #156 | |
Stowaway
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and nobody gets hurt!! :rotfl: |
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04-18-08, 07:17 PM | #157 | |
Silent Hunter
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04-18-08, 07:17 PM | #158 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Funny you should say that. Two weeks ago I fell from the stairs (some 8 steps) at night and scared the **** out of my gf who was asleep. I couldn't get up for at least 10 minutes. My back is still sour now...
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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 |
04-18-08, 07:22 PM | #159 | ||
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Quote:
f 33//33 39//39 40//40 41//41 42//42 36//36 35//35 34//34 This face has too much vertices (it has 8)
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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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04-18-08, 08:42 PM | #160 |
Stowaway
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I hate sour backs!!
But ya, I saw the 8 vertices thingy. |
04-18-08, 08:50 PM | #161 | |||
Silent Hunter
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04-18-08, 09:18 PM | #162 |
Stowaway
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One thing you may want to worry less about is the crew.
Your LifeBoat men don't move about. The New Life Boat Men will. Along with Survivors in the water. All new animations are being created from scratch! If all goes well? You'll see a preview hopefully in a day or two. At that time I'll introduce you to a Very Talented 3D Artist. |
04-18-08, 09:44 PM | #163 | |
Silent Hunter
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I remember back in 2005, when I thought we would never be able to add new ships to the game. I remember finally being able to add new ships, but having to clone the ID's manually, for hours or days on end. I remember thinking we would never have the Type XXIII. I still recall gritting my teeth and bearing the storm front/weather bug, because after all, it would never be fixed, and at least it didn't crash the game, so who were we to complain? I can recall being used to so-so aircraft models, because this was a naval sim, and we couldn't expect the planes to have transparent canopies & other "eye candy" - could we? Other things, such as Channel Forts, lightships, airships, V-1 bombs, and a playable S-Boot campaign seemed so far-fetched I don't think I ever imagined them. Now it looks like we're about to see another milestone, so congratulations in advance. Just seeing all the different things people come up with is an adventure in itself - even more than going out on patrol. Plus, not to sound too hokey, but it's especially satisfying to finally address the "sensitive issues" that we simmers were shielded from when they decided not to include survivors. Although this will always be a game to us, playing an overly sanitized version just insulates us from History even more. The fact is that during the war, real lives were lost (about 9 lives for every ship lost in the Atlantic IIRC). I can understand the dev's decision, but perhaps ignoring this reality is itself callous, in an ironic way. OK, enough preaching. Back to Wings3d.
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04-18-08, 10:22 PM | #164 |
Crusty Capt.
Join Date: Sep 2007
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Awesome work guys Many thanks for you hard work!
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04-18-08, 10:41 PM | #165 | |
Ocean Warrior
Join Date: May 2005
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But what Iambe are doing is good and enough for a more soft and imediately version for ppl will playing when we wait for the big news! @Iambe: yes, please finish it. You will learn a lot and we can go playing just waiting for Privateer version. I´m very anxious to see your LB with crew on the debris for now. @privateer: now this is a promisse my friend! We want that animation crew, with survivors and sharks! Very good mate!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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