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Old 05-19-08, 02:40 AM   #121
keltos01
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Default id

the 7 ids were from a tutorial I posted where one would assign different ids to different parts of the ship so as to be able to select one easily.

When all unwrap modifiers are collapsed, the program should only refer to the uv map to apply the texture no? I means here the whole point is to make a uv map for a model, and a 1024*1024 texture that has the same cutouts, so as be able to apply the texture parts on the right ship parts, no ?
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Old 05-19-08, 04:38 AM   #122
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Default TGA vs DDS

could the problems come from the fact that the NSS_Uboat18_T01 file I originally made was a .tga, since in the .dat the texture node calls to a NSS_Uboat18_T01.tga for the texture and to a NSS_Uboat18_001.tga for the lightmap, when in fact the files I found in the directories were NSS_Uboat18_T01.dds, there wasn't any tga !!!!
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Old 05-19-08, 04:49 AM   #123
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Default wip




OK
I reopened the obj file, set all ids to id 1, loaded the t01 image (see screenshot below), I opened the tga with photoshop, saved it in dds format (see my last post), so included in the new posted file are :

the new obj file (all ids = id1)
the mtl file
the uvw file (modified the name from xxx_uv1.uvw to xxx-uv1.uvw)
the NSS_Uboat18_O01 file (.dds)
the NSS_Uboat18_T01 file (.tga)
the NSS_Uboat18_T01 (.dds)
a 3ds scrrenshot.

so if you wanna try and load it this time and see if it works (I can't here..)

file on my filefront page :
Jyunsen_B_modified51.rar
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Old 05-19-08, 05:47 AM   #124
keltos01
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Default works fine

screenshot pleeeeeeaaaaase !!!!!!!!!!!

Thanks Mikhayl !!!!!!!!!!!!

new .dat for the tower : I 25

Zaza told me that the I 10, who went to occupied France, was a Jyunsen A modified type sub and not a Jyunsen B, so I changed the number on the side of the conning tower to I 25, a real Jyunsen type B. available for download on my filefront page.

k
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Old 05-19-08, 05:14 PM   #125
keltos01
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Default doesn't work fine

I tried to import the same model I posted, and got missing textures : no aircraft catapult and the texture is all wrong (compare it to the 3ds screenshot here above) so I went back to my - complete - orange and green sub, and changed the conning number to I25 :




I'm getting a bit tired of not being able to implement the texture in game,

@mikhayl : could you post a screenshot of the sub in game with the texture you said worked fine ? maybe it's my game that's buggy...
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Old 05-20-08, 05:16 AM   #126
keltos01
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Default new mod

will try , but could you post a scrrenshot of the sub you saw when you tested my latest .obj ? was there some missing texture ?

about the texture map, to get more details I need to have a bigger hull size, which isn't possible in 1024*1024 according to me, I'd like to be able to show rivets and such, also to show the door at the base of the conning tower etc.. but I'd really be happy with just the current texture working in game, then try and better it.

I used the box unwrap in 3ds. I downloaded lightwave yesterday but it doesn't look any easier than 3ds...

I tried playing yesterday but as I ordered periscope depth, the ship went back up on the surface (halfway) so there'll be other bugs to fix as well ...
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Old 05-20-08, 05:53 AM   #127
keltos01
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Default

Why is the texture node in the .dat (see picture) referring to a XXXX.tga when in the typ 18 directory they're all DDS ?

I made both tga and dds of the same files NSS_Uboat18_T01.tga and NSS_Uboat18_001.tga, does the .tga have to appear in the file name or just be the type ?

do we have to save in 24 bit or 32

also : if I make the DDS with photoshop 5.5 and the nvidia plugin, the smaller images are to the right of the larger image, when I use CS3 at home, they're to the left of the main image, does it matter ?




What type of output do you have to choose ? see below


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Old 05-20-08, 06:06 AM   #128
keltos01
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Default

-[quote=Mikhayl]I didn't take shots, just tryed quickly, basically you get a Jyunsen hull with the type18 texture applyed on it.

why not the Jyunsen B texture ? the typ 18 texture isn't even in my mod anymore !!!

-For all I know it's impossible to have non-uvmapped parts,

my orange sub is complete... so the mapping is good, just the texture doesn't show like in 3ds.....

-if you have parts without mapping I think S3D won't import the object at all.

it did it with the one showing orange..

-As for the texture, you can scale it to 2048 or even 4096 if you wish, but even in 1024 there's more than enough room on the "mapping square" to upscale the hull,

the resolution of my texture is too low then ?

-just look at the mapping of the type 18 or IXD2, that's the way to go. When the "jigsaw" mapping is finished in 3dsmax, just export the template and use photoshop or the gimp or whatever to paint the texture to fit the template.
...
I've done it a few times now

-Also I saw you have a "object-uv1.uvw",

removed
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Old 05-20-08, 07:13 AM   #129
keltos01
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Default mapping etc

can you send me or upload the new.dat file ? along with the textures that do work, I'll take it from there and add the various parts of my mod to figure out which one makes it crash..

I'll remap it this weekend if I get some time, but I'd like to see it whole with textures before that, then I'll do what you suggest.

which texture does the ship use ? tga or dds ?

also : when I place a deck gun like on your type XXI, it always CTD ! I'd like to do an early war version with gun, a later one with kaiten on deck
thaks for all the help though !

then we'll make it stand alone
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Old 05-21-08, 04:07 PM   #130
keltos01
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Default back to square one

I only inserted the obj file in the 18.dat, and left the career start I modified as to be able to drive an 18 type in 1943.

You were right mikhayl, it works but it lacks the plane catapult :




I'm gonna try with the other dat, the orange sub one and see what gives since that one had the complete sub.
stil orange but complete...




here's in s3d to the left the file with the 5.1 .dat and orange sub, to the right the 6 version, with the missing catapult :
same amount of polygons so they should look the same ?????



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Old 05-21-08, 04:46 PM   #131
keltos01
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Default complete at last

I started again with my modified 5.1 file in 3ds.
I opened it, opened the mesh modifier, seleted element selection, selected all, set all ids to 2, so I had a yellow ship, added an unwrap modifier, made a simple map, saved the map beta7-uv1, collapsed all modifiers, selected the ship, and exported a .obj file : beta7.obj.

I then used a stock typ 18.dat, imported my beta7 model, saved.

I implemented the mod with jsgme as usual, loaded a game with the type 18, and finally have a complete hull in game !

now I need to move the conning tower, propellers, rudders, planes and such again, and import the real ones too, then redo the .sim and all the other modifications, then make it stand alone









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Old 05-21-08, 05:30 PM   #132
keltos01
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Default Jyunsen B beta 7

Here it comes, a whole japanese sub :

known issues : rudder, planes, propeller, texture (though I like this one) whole crew, jap aa, deck gun etc




would that be a crewmember on deck ????










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Old 05-22-08, 01:47 AM   #133
miner1436
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Could you use parts from a US early war conning tower to make the interior of the Japanese one?
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Old 05-22-08, 02:39 AM   #134
keltos01
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Default interior

do you mean the 3d stuff or the actual inside seen from the periscope room ? I'm working on making jap dials as we speak : taken from the movie Zaza sent me. I didn't think making one new sub was gonna take this long though.. haven't played in ages now...

could you post a screenshot please?
I intended at first to use the porpoise tower as the jap tower as it looked a lot like one, but that was before we got to import obj in the.dat.

About the tower :
I know that the rear is open, that there are seats as well, I removed two huge binoculars on pods on either sides of the tub as well, then there's the aa gun : usually a twin gun sometimes even a vierling ! (ship coming back from Europe).

BETA 7 available for download on my filefront page
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Old 05-22-08, 11:18 AM   #135
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Default

The exterior interior, the place you can steer the sub from while on the bridge.
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