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 09-25-05, 03:02 PM   #1
stljeffbb1
Medic
 
Join Date: Aug 2005
Location: Wisconsin USA
Posts: 165
Downloads: 0
Uploads: 0
Default Fun with Wings 3d

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
__________________
SH3 Cloning Library:
http://www.geocities.com/stljeffbb/CloningLibrary.html

:rotfl:
stljeffbb1 is offline   Reply With Quote
Old 09-25-05, 03:16 PM   #2
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

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
Jace11 is offline   Reply With Quote
Old 09-25-05, 03:17 PM   #3
Seeadler
Pacific Aces Dev Team
 
Join Date: Mar 2001
Location: Northern Germany
Posts: 1,096
Downloads: 169
Uploads: 0


Default

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.
Seeadler is offline   Reply With Quote
Old 09-25-05, 05:52 PM   #4
Sansal
Electrician's Mate
 
Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
Default

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,
Sansal is offline   Reply With Quote
Old 09-25-05, 06:20 PM   #5
stljeffbb1
Medic
 
Join Date: Aug 2005
Location: Wisconsin USA
Posts: 165
Downloads: 0
Uploads: 0
Default

Hello Sansal....I've downloaded the latest version of your tool, and I still have the problem.....

Check your email

Thanks,

-Jeff
__________________
SH3 Cloning Library:
http://www.geocities.com/stljeffbb/CloningLibrary.html

:rotfl:
stljeffbb1 is offline   Reply With Quote
Old 09-25-05, 06:45 PM   #6
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

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.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 09-25-05, 07:01 PM   #7
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Did the new models appear in the game at all? Maybe there is a bug here that can be fixed.
AG124 is offline   Reply With Quote
Old 09-25-05, 07:11 PM   #8
Canaris
Watch
 
Join Date: May 2005
Posts: 26
Downloads: 50
Uploads: 0
Default

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
What means the vertex represented in indexlist by the number 2 gets in that first face the texcoordpair represented by 2 but in second face that texcoordpair represented by 1.
Hope that helps a little bit.
__________________
Canaris is offline   Reply With Quote
Old 09-25-05, 07:28 PM   #9
stljeffbb1
Medic
 
Join Date: Aug 2005
Location: Wisconsin USA
Posts: 165
Downloads: 0
Uploads: 0
Default

Hi everyone.....I'm going to have to dig into this stuff to understand it!

Quote:
vertex in indexlist can get more than one texcoordpair
It's like a whole new language!

:rotfl:

-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.....
__________________
SH3 Cloning Library:
http://www.geocities.com/stljeffbb/CloningLibrary.html

:rotfl:
stljeffbb1 is offline   Reply With Quote
Old 09-26-05, 01:30 AM   #10
martes86
Grey Wolf
 
Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
Default

Quote:
Originally Posted by stljeffbb1
It's like a whole new language!
Indeed! I would have liked to make some nice things, but the terms here used for those hex thingies are a bit complicated for me. I think I'll wait till every tool is in its final version.
martes86 is offline   Reply With Quote
Old 09-26-05, 01:49 AM   #11
lurbz
Swabbie
 
Join Date: Apr 2005
Posts: 6
Downloads: 0
Uploads: 0
Default

Even if it gets fixed, keep that model around for when the ship gets actually torpedoed....
lurbz is offline   Reply With Quote
Old 09-26-05, 03:54 AM   #12
Canaris
Watch
 
Join Date: May 2005
Posts: 26
Downloads: 50
Uploads: 0
Default

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.
__________________
Canaris is offline   Reply With Quote
Old 09-26-05, 04:44 AM   #13
Seeadler
Pacific Aces Dev Team
 
Join Date: Mar 2001
Location: Northern Germany
Posts: 1,096
Downloads: 169
Uploads: 0


Default

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.
Seeadler is offline   Reply With Quote
Old 09-26-05, 08:36 AM   #14
stljeffbb1
Medic
 
Join Date: Aug 2005
Location: Wisconsin USA
Posts: 165
Downloads: 0
Uploads: 0
Default

Quote:
Even if it gets fixed, keep that model around for when the ship gets actually torpedoed....
:rotfl: :rotfl:

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
__________________
SH3 Cloning Library:
http://www.geocities.com/stljeffbb/CloningLibrary.html

:rotfl:
stljeffbb1 is offline   Reply With Quote
Old 09-26-05, 04:58 PM   #15
Sansal
Electrician's Mate
 
Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
Default

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:
EDIT: I know Sansal is working on the latest version of his tool, this time for Windows.....
I think this tool no have a end....now i'm working in a windowed version of the actual tool, after we need a editor of properties to change nodes and fisical properties of the units...and...and...and... i'm a little perfectionist

Working.....
Sansal 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 12:18 PM.


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