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 10-19-05, 01:45 PM   #1
Seeadler
Pacific Aces Dev Team
 
Join Date: Mar 2001
Location: Northern Germany
Posts: 1,096
Downloads: 169
Uploads: 0


Default Tutorial: How to import/export OBJ models in 3DSMax

3DSMax v5.1

1. get the plugins
- Import plugin OBJ2MAX from http://www.habware.at/duck4.htm
- Export plugin MAX2OBJ from http://www.habware.at/duck4.htm

2. install the plugins
- copy Obj2Max.dli to \3dsmax5\plugins
- copy Max2Obj.dle to \3dsmax5\plugins
- the HLP files for these plugins goes to the same folder

3. import an OBJ model
- start 3DSMax, the plugins will normally load automatically
- select Import... from the File menu
- choose Wavefront *.obj as filetype and select the OBJ model
- now you see this import dialog, make the settings as in this screen
- type in the material file (*.mtl) created by Pack3D

- select OK, also on the next warning dialog

Now if the model was loaded you will see that all faces are inverted, that's normal for Wavefront OBJ models, we must invert them again.
- select the model an convert it into "Editable Mesh"

- now choose the Element selector and select the whole model

- once selected scroll down the modifier panel to the "Surface Properties"
- click the Flip Button in the "Normals" section


If you want to work with the textures, open the material editor
- pick a material group
- take the material picker and click with it on the model


Now the material described in the *.mtl file from the models are loaded in the material group and you can work with this group


4. export to a OBJ model
- don't forget to flip the faces again before exporting
- select the whole model and choose again the Flip Button in the "Normals" section
- convert the model back to "Editabel Patch"


- select Export... from the File menu
- choose Wavefront *.obj and the location to export
- now you see the export dialog, make the settings as in this screen

- if you changed the textures you must also select "use materials" and "create matarial library"

3DSMax v7.1
- install the Service Pack 1 for Max 7, get it here
- don't install any 3rd party OBJ plugins because the Max7 Service Pack comes with build-in OBJ plugins
- the import/export works in the same way as in Max 5

Max7.1 Import dialog:

Max7.1 Export dialog:
Seeadler is offline   Reply With Quote
Old 10-19-05, 02:34 PM   #2
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default Waoohh

Great!

Is most important the update?

if you have other tutorial is welcome... spec-sample uvw remap-tex

Best Regards

UBOAT234
UBOAT234 is offline   Reply With Quote
Old 10-19-05, 06:36 PM   #3
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default


Great help , now I understand why the models I did apeared invisible ingame!!
Flakwalker is offline   Reply With Quote
Old 10-19-05, 07:16 PM   #4
Sansal
Electrician's Mate
 
Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
Default

That's good for the 3dmax users.... and many thanks
__________________
Sansal is offline   Reply With Quote
Old 10-20-05, 11:31 AM   #5
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default A link for 3d max

A link for 3d max
http://www.tutorialoutpost.com/count/2481
http://www.huntfor.com/3d/tutorials.htm
UBOAT234 is offline   Reply With Quote
Old 10-20-05, 06:48 PM   #6
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default

Any tip on the .mtl export settings?

About scale, it seems the models are reduced 360 times (more less) of the 1:1 actual size. The Evarts Destroyer Escort is 89.5 meters in lenght and 11.1 meters on beam, the .obj is 0.227 meters in lenght and 0.033 meters on beam.
Flakwalker is offline   Reply With Quote
Old 10-21-05, 02:26 AM   #7
Seeadler
Pacific Aces Dev Team
 
Join Date: Mar 2001
Location: Northern Germany
Posts: 1,096
Downloads: 169
Uploads: 0


Default

Quote:
Originally Posted by Flakwalker
About scale, it seems the models are reduced 360 times (more less) of the 1:1 actual size.
Sorry I forget this, for some models who have this scale problem, put 1000 in the edit field for vertex scale in the exporter dialog to export 1:1

Some other models don't need this i.e. the skydomes, they are scaled in the 3D engine
Seeadler is offline   Reply With Quote
Old 10-21-05, 07:17 PM   #8
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Seeadler
Quote:
Originally Posted by Flakwalker
About scale, it seems the models are reduced 360 times (more less) of the 1:1 actual size.
Sorry I forget this, for some models who have this scale problem, put 1000 in the edit field for vertex scale in the exporter dialog to export 1:1
Nope, as you said is ok, exporting with vertex scale 1.0 works ok. What I mean is that if anyone make a non-ingame model the model can be done at 1:1 and then reduce them 360 times to get the right size ingame when exported using vertex 1.0. Of course I have to check other models to check if the value relationship is commonly shared.
Flakwalker is offline   Reply With Quote
Old 10-22-05, 04:44 AM   #9
Type941
Ace of the Deep
 
Join Date: May 2005
Location: U-52
Posts: 1,270
Downloads: 2
Uploads: 0
Default

May there can be a subsection for the Mods forum for tutorials like this?
__________________

Sink the Bismarck SH3 Movie
Type941 is offline   Reply With Quote
Old 10-22-05, 09:14 AM   #10
martes86
Grey Wolf
 
Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
Default

There's already a little tutorials list in the mod list.
martes86 is offline   Reply With Quote
Old 10-23-05, 07:30 AM   #11
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

Hi for all,

I have need of tutorial and mini instruction base, for modify obj in 3ds.

I have installed 3ds 7.1... my first. Is a jungle of command...

Sigh! Is very demoralizing... My knowledge is down!

Bye
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 10-23-05, 10:45 PM   #12
Nefarious
Sailor man
 
Join Date: Jan 2002
Posts: 48
Downloads: 14
Uploads: 0
Default

Easy Question,

Ive searched every folder in the Silent Hunter III folder, where are the OBJ's?
Nefarious is offline   Reply With Quote
Old 10-24-05, 09:48 AM   #13
Seeadler
Pacific Aces Dev Team
 
Join Date: Mar 2001
Location: Northern Germany
Posts: 1,096
Downloads: 169
Uploads: 0


Default

Quote:
Originally Posted by Nefarious
where are the OBJ's?
After you export a DAT file with Pack3D you find the OBJ files in a \3D folder inside the folder of the selcted DAT file
Seeadler is offline   Reply With Quote
Old 10-24-05, 01:18 PM   #14
Warhunter
Gunner
 
Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
Default

how can I import the modified .obj file back into the .dat file?

For example: First I open "NOTM_T2.dat" with Pack3d, then select the 3dmodels tree, and click onto the "NOTM_T2". When I try to import a modified version of the NOTM_T2(T2 tanker main model) PACK3D tells me that the filetype can't be imported.

thx for help
Warhunter is offline   Reply With Quote
Old 11-10-05, 04:50 PM   #15
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Do you have this plugin for version 4.2?
__________________
XabbaRus 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 09:02 AM.


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.