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Old 09-19-10, 08:40 PM   #76
Madox58
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Well, it took me several days to find the programs.
Then several more to hit on how to work them together.
Useing the TEMP file created was the solution.
I have no idea why?
But the TEMP file will open while the actual mdl created will not most times.
I saw a file size difference and gambled!


So, no genius.
Just LUCKY!!!!
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Old 09-19-10, 09:04 PM   #77
tater
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Yeah, I actually DLed some of these ages ago but couldn't get them in a format I could use. I emailed the one Japanese guy to no avail.

I'm wishing iwas at my 'outer and not reading/typing on my iphone
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Old 09-19-10, 10:06 PM   #78
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Nice
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Old 09-19-10, 10:26 PM   #79
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Tater, out of curiosity, does Sergei wince everytime you turn up with another beautiful new ship model needing to be skinned?
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Old 09-19-10, 10:32 PM   #80
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Quote:
Originally Posted by privateer View Post
On importing the Akagimaru CFS2 file converted by the first program,
A window pops up with settings you need to change.
Change from 0 to 32767.


Just rename it so it's Convert.bat

One variable is "Model display" and is already set to 32770 on a particular model. Just that to 32767 or all of the other variables (which are already set 0)?
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Old 09-19-10, 10:33 PM   #81
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Quote:
Originally Posted by virtualpender View Post
Tater, out of curiosity, does Sergei wince everytime you turn up with another beautiful new ship model needing to be skinned?
Hell, I wince at this point. %$@$!@$ z-fighting crap.
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Old 09-19-10, 10:41 PM   #82
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Figured it out. Mwehahaahahahahahahahah
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Old 09-20-10, 10:07 AM   #83
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Is there a free program that takes materials in a model and creates a texture map? winggs3d doesn't seem to (i might just be clueless).
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Old 09-20-10, 10:08 AM   #84
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The one below is what I did for RSRDC:
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Old 09-20-10, 12:24 PM   #85
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Quote:
Originally Posted by tater View Post
Is there a free program that takes materials in a model and creates a texture map? winggs3d doesn't seem to (i might just be clueless).
a uv map ? 3d studio does but isn't free.. it's the hardest thing to do according to me...

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Old 09-20-10, 02:12 PM   #86
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The model has materials already. Need to figure out how to make that into a single texture (it has like 40 materials).
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Old 09-20-10, 05:50 PM   #87
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The UV's and textures are done way differently on some CFS2 models then what SH4 needs.

They will need to be re-UVed and textures done for them if that is the case.

Also, the .bmp textures found in CFS2 files are a special .bmp
ModelConverterX can view them.
It can convert them if you have the FS ImageTool.
(I can upload it if you need it)
Or get DXTBMP
It's a stand alone program for working with FS and CFS .bmp files.
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Old 09-20-10, 06:21 PM   #88
tater
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I can map it myself I think. Need to nail the scale down first.

A kaibokan... Mwhahahah

Funny, a few months ago I revisited these same models, and DLed a ton of 3d viewing and conversion apps to try and do just what you figured out—but I was pretty helpless.

The amount of stuff he has is, simply stunning, and the models are nice.
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Old 09-20-10, 06:27 PM   #89
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Quote:
Originally Posted by tater View Post
The amount of stuff he has is, simply stunning, and the models are nice.
I've been salivating since I discovered this thread last night. How much of what he has do you think you'll be able to use? Every Japanese ship he has posted from the PT boat to the Auxiliaries to the Sea Truck would be amazing to add. How many models do you intend to import?

Thanks again, Privateer! This is great stuff!
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Old 09-20-10, 06:41 PM   #90
Madox58
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Every since this thread was started I wondered about it.
I got lucky in finding the first program just a few days ago.
That program is the key!
ModelConverterX I have been watching for awhile.
Alone it's not ready for the job.
(Arno is working on it though and it gets better all the time)

I tried for several days before attempting to use the TEMP file created!
That opened the door to where we are today.


Now, when the model is exported.
You'll have several LOD models all wrapped into it.
Like
AS_LOD_32,
AS_LOD_64, etc.

You need to keep the highest LOD objects and delete the others.
The highest LOD objects are sometimes not up to SH4 model standards?
But you can adjust if needed.
You also may need to delete some objects SH4 would never see.
That's a judgement call on your part.
Also watch for solid box shapes and such.
Some parts may need to be detached to avoid the weird smoothing effect so often seen.

I'll post more information as I figure it all out.

Oh, and I have a very nice program for scaleing obj files!
I'll upload it and post a link ASAP.


Here's the link to the Scaler program
http://www.mediafire.com/?53dj4e51s1zyqg7

It's very fast and accurate.
It only works for obj files and you'll need to figure out the scale factor.
By compareing a stock SH4 ship hull to the new model hull?
You'll find the magic number.
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