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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Try what I do with the exported Obj files in this thread.
http://www.subsim.com/radioroom/showthread.php?t=105503 |
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#2 |
A-ganger
![]() Join Date: Dec 2003
Location: North Carolina
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What about the OPEN HATCH thing?? Whay are you screwing with subpens?
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#3 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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it might helped, if there would have been texture coords...but as i wrote theres just one material left after the export. so even via hexedit changing the header doesnt solved the problem... ![]() |
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Textures are the biggest thing when exporting
I always lose mine So have given up :rotfl: Dont you dare do that though |
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#5 |
Stowaway
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I've never used C4D so i can't help you.
I always keep a copy of any thing exported with Pack3d so after working on the object in 3ds Max I can look at the file with a text edit program and fix some of the bad export jobs the plugins seem to do. Like the Header info and from time to time, elsewhere in the file also. If it doesn't look like the original in Deep Exploration, I edit by hand. |
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#6 | |
Stowaway
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the texture gets changed from man_DCR.tga to casca1.tga. ![]() Not sure which version I used as it was awhile ago. ![]() |
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#7 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
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Moin,
carrying the texture mapping forward to the game isn´t that complicated.
![]() @privateer: see the OBJECT 3D ID, it contains 15 digits only. 0A 8E EA A2 47 BB 85 2D. Seems that Pack3D uses to cut the leading 0. @urfisch: looking at the subpen screenshot I think it could be the same annoying issue as with the u-boat interior. The pen´s 3D object data block probably contains a TMAP section. ref supposed it could be some kind of prelighting. But for now I don´t know how to bring that one in. Even re-importing the original *.obj results in a loss of this information. That´s the reason why it looks that foggy. Every other object that is brought into the scene looks pretty well lighted since it has it´s own TMAP section. Regards, DD
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#8 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
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There is sooooo much I don't know about computer programs. That looks like some sort of grand master maths formular
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#9 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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:hmm: What manner of langauge is all that
:rotfl: Nah I still give up |
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#10 |
Stowaway
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@DD Yes, I caught that little drop the 0 problem.
I'll look at the ID of the man_DCR.tga to see if it starts with a 0. That may be the cause. I just changed the reference with a text editor and all is well. Here is the line after Pac3d export: vt 0.0412762202 -0.0706884861 # List of faces (triangles) usemtl casca1 f 1/1 2/2 3/3 Here is the fix: vt 0.0412762202 -0.0706884861 # List of faces (triangles) usemtl man_DCR f 1/1 2/2 3/3 works perfectly. Last edited by Madox58; 02-12-07 at 11:52 AM. |
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#11 |
Stowaway
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Any old iron ?
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#12 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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i managed to export the obj with texture data and coordinates (the riptide plugin works fine). but sh3 seems not to find the textures...its still all black. i have the same in c4d when he didnt finds a texture - its all dark black. not even to see outlines its just deep black. i think sh3 has for interior files some kind of other hierachy...as the work with "outer" files comes without problems. but i also recognized that the plugin does not transport specific texture attributes, as lighting, etc. and i think the inner textures have a kind of self-illuminating attribute. but there is also another light-ressource, which i and also diving duck havent found yet.
ideas are still welcome. ![]() |
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