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#1 |
Medic
![]() Join Date: Aug 2005
Location: Wisconsin USA
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Hi everyone.....OK, I've been messing around with Wings 3d, easily the best 3d model program I have come across....I've been trying to shrink the "bulges" that are on the hull of the BB Revenge so it looks much more like the BB Sao Paulo (which I am trying to mod).....here are my working results:
![]() ![]() Not acceptable! :rotfl: Looks like shark teeth! Here is what I tried....I cut out the bulges and extruded the beams at the top of the holes and stretched them over the holes: ![]() ...and the wire frame ![]() The DAT likes this enough to allow it, but it obviously does not look like what is in Wings 3D...... I did a "smooth" version that looks very good in Wings 3d, but the DAT file using the Sansal tool would not accept it...I tried to imitate the design, which generally looks like a rectangle with a diagonal line that crosses its plane: ![]() ![]() ![]() ....but for whatever reason, the DAT file just doesn't like it. Apparently, the game translates a little differently what is shown in the Wings 3D program.....now its a matter of finding out what those differences are, and how what appears in Wings 3D is shown in SH3. Of course, any help will be appreciated! ![]() -Jeff
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#2 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
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Probably completely wrong, but if the textures are not mapped then would a surface appear transparent like in your first shot? Maybe the model is correct?
Who knows, this is beyond me |
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#3 |
Pacific Aces Dev Team
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It looks like Wings3D inverted the face orientation or flipped the normals for some faces. That normal vector points for this faces inward to the model and and concomitantly the uvw mapping.
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#4 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
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Has you the last version?
http://rapidshare.de/files/5416649/p...20105.zip.html If it don't work send me the obj make by Wings 3D Cheers, |
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#5 |
Medic
![]() Join Date: Aug 2005
Location: Wisconsin USA
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Hello Sansal....I've downloaded the latest version of your tool, and I still have the problem.....
Check your email ![]() Thanks, -Jeff
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#6 |
Pacific Aces Dev Team
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I do not know about Wings3D but I think that Pack3d also has a problem. I tried to import entirely new models using OBJ files both from Wings3D and Maya and they did not work correctly in terms of getting textures right on the model. The textures are almost there but somehow they are not fully "sealed/closed up" so the model does not appear as "solid". Something is wrong with faces.
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#7 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
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Did the new models appear in the game at all? Maybe there is a bug here that can be fixed.
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#8 |
Watch
![]() Join Date: May 2005
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I think this problem exists due to the fact, that a vertex in indexlist can get more than one texcoordpair. I know that you have to sort and supplement the vertexlist when you try to covert Sh3-geometry to 3ds- or x-format because their are vertex and texcoordpairs not assigned to each other by an indexlist.
Example: Code:
vertex tex mat 0 1 2 0 1 2 0 2 3 4 1 3 2 0 Hope that helps a little bit. |
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#9 | |
Medic
![]() Join Date: Aug 2005
Location: Wisconsin USA
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Hi everyone.....I'm going to have to dig into this stuff to understand it!
Quote:
![]() -Jeff PS....If Sansal's XIV Milkcow is any indicator, it at least appears that he can import OBJ files into DAT files. EDIT: I know Sansal is working on the latest version of his tool, this time for Windows..... ![]()
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#10 | |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
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#11 |
Swabbie
![]() Join Date: Apr 2005
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Even if it gets fixed, keep that model around for when the ship gets actually torpedoed....
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#12 |
Watch
![]() Join Date: May 2005
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Hm, i have something to add.
That in my previous post said may be only an explanation for those streched textures. But Seeadler said, what seems to be wrong to cause the culled triangles. The difference between rendered or not is if the points of triangles are listed clockwise or the other direction. |
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#13 |
Pacific Aces Dev Team
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I don't know much about Wings3D, because I am a 3DSMax user, but take a look if Wings3D provide a function to "normalize vertex/face/all" or "invert face". If I remember the OBJ files of the first version of the DatConvert tool also inverted all faces in the OBJ output. Just as the mesh exporter for the game Mafia, there you had to invert also the OBJ files before you could use them in 3DMax or Maya.
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#14 | |
Medic
![]() Join Date: Aug 2005
Location: Wisconsin USA
Posts: 165
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![]() Quote:
I hope that we will have the opportunity to torpedo the BB Sao Paulo, along with its older sister ship BB Minas Gerais.....if this works, we might as well make the entire Brasilian Navy....they weren't too large in size! ![]() Thanks for all the responses.....I'll try these suggestions when I have time....probably not until next weekend ![]() -Jeff
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#15 | |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
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Hi all:
This obj have vn (normals) and .dat haven't place for this, then the tool don't read this lines. The dat only works with v (vertex), vt (2d texture) and f (faces, triangles in the game). I'm not a 3d modeler and i can't explain how to work with the 2d textures in wings3d. I guess that somebody can do this...or give us a link to a good tutorial ![]() Quote:
![]() Working..... |
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