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 05-25-07, 01:33 PM   #1
CaptainCox
Sea Lord
 
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
Default Slight Texture Problem

Hi guys!
I am trying to do this officer hat model for SH4 and had a lot of help from DivingDuck and Privateer so far. But I have a slight texture problem, and as i thought there is maybe more peeps around here that are familiar with 3D texturing I post my question in this section...hope you don't mind.

Ok so far got this.




Now for the problem area.


As you see the texture does not extend to the edges.

The texture


Now do I have to separate the flat bit on top and do that as another TGA/DDS or is there a trick in MAX that you guys know of to fix this?

If I have to do it separately, does that mean I have to hex it directly in to the .dat or?

Mind you, i just started with 3D modeling so it could well be that I missed something simple.

PS:The texture is not yet 100% as its WIP...

Cheers!
__________________
CaptainCox is offline   Reply With Quote
Old 05-25-07, 01:44 PM   #2
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Hi CC,

gotcha here too. Reworking of texture coordinates is needed within max. After reworking them you could paste them the same way as the vertex coords by hex.
If needed Iīll give you some advice about this issue the next days.
But thatīs definitely my last post for today.

Regards,
DD
DivingDuck is offline   Reply With Quote
Old 05-25-07, 01:46 PM   #3
CaptainCox
Sea Lord
 
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
Default

DAM! I thought U where at WORK!...ppl will be in peril for real GO GO GO! :p
Again cheers MAN! Will give it my best!

AHHH! the SIG is back...
__________________
CaptainCox is offline   Reply With Quote
Old 05-25-07, 03:41 PM   #4
CaptainCox
Sea Lord
 
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
Default

I am not 100% but does the "Edit Seams" have something to do with it?


Been at it for 1h or so, but I can't find the function to move it to the edge...I guess i am doing something wrong
__________________
CaptainCox is offline   Reply With Quote
Old 05-25-07, 07:02 PM   #5
GuillermoZS
Gunner
 
Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
Default

Hi, What I think you have to do is move some points in the UV map to fit the texture better (donīt know if this has a HEX editing effect...). In your base object use the "UV Unwrap" modifier, press the Edit buton and move the points you need, in the UV map window, to fit the texture. If you want I can make a more in deep explanation for you but itīs very intuitive

Again, this is the standard procedure form common objects, I donīt know if moving the points of the UV causes the need of tweaking the hex file or something like that...
GuillermoZS is offline   Reply With Quote
Old 05-25-07, 11:31 PM   #6
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Hi CC,

LOL, Iīm at work now. Youīll never understand the pattern, neither do I.

Hereīs what I can recall from memory:
  • select your hat
  • apply the respective texture(s)
  • (right click it and CONVERT TO EDITABLE MESH)
  • press "4" or select sub-object level "faces mode"
  • select the faces you need or press STRG+A to select all faces
  • apply UNWRAP UVW modifier
  • press the EDIT UVW MAP button
  • a new window opens
  • go to the drop down in the upper right and PICK TEXTURE
  • now itīs like cutting decals
  • move the vertices where you want to have them
  • vertex movements in this UVW map modifier window donīt effect the 3d geometry
  • if youīve selected all faces you might encounter some overlapping faces, donīt worry, thatīs no problem at all
  • when done, close the window and right click your hat again
  • select CONVERT TO EDITABLE MESH to apply the changes
  • export to *.obj
  • first step done
  • now import to dummy.dat again
  • open dummy.dat with pack3d
  • search for the 3d objectīs node and get the starting position
  • open dummy.dat with hex editor
  • go to this position
  • itīs counting time again
  • 8 bytes data block type 1/101
  • 4 bytes for nodeīs size indicator
  • 8 bytes for node ID
  • 1 byte type of object identifier
  • 4 bytes for number of vertices
  • 1380 bytes (12x115 (number of vertices))
  • 4 bytes for number of triangles
  • XXX bytes (13xnumber of triangles)
  • 4 bytes for number of vertex coords
  • XXX bytes (8xnumber of vertex coords); you should end by TMAP or the nodeīs end, if no TMAP is present
  • copy these data and paste them as you did with the vertex data
  • your hopefully done
Regards,
DD
DivingDuck 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 07:09 AM.


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