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-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

TwinStackPete379 09-10-09 11:55 PM

The reality is that members are frequently answering FAQ type questions for noobs. Having them find the Swiss Army Knife (these days I suppose "Leatherman" might be better) of SH tools easily should be a priority in the mods forum.

<S>

tater[/quote]

Well said Tater, I'm as noob as you get with all this stuff. I have a ton of questions, but i try my best not to bother ppl with unless i'm truly at a dead end. Skwas just helped me the other day, because i was hopelessly lost (if he hadn't i would have been sunk for a while). A centralized easy to tear apart knowledge base would be awesome.

ETR3(SS) 10-05-09 03:35 PM

I've come across an odd error while using JSGME in conjunction with S3D. This error has occurred since the V2.3 update of JSGME. What's happening is when I open a file using S3D to work on a mod, and then attempt to enable/disable the mod via S3D, JSGME attempts to make a new MODS folder in the S3D root folder. If I open JSGME before opening S3D, it works fine. I've made a post in the JSGME V2.3 thread as well.

jf3000 10-09-09 02:25 PM

I am trying to work out how to decrease the load time of the torpedo but I can't seem to find the correct file, can someone shed some light on which file I am supposed to change, please. Thank you.

peabody 10-09-09 07:41 PM

Quote:

Originally Posted by jf3000 (Post 1186690)
I am trying to work out how to decrease the load time of the torpedo but I can't seem to find the correct file, can someone shed some light on which file I am supposed to change, please. Thank you.

Well, I would suggest you don't bury your question inside another thread, easier to get an answer if people find the question.

Make a backup of the file before you try anything. Using Silent 3Ditor (S3D) open data/submarine/"Subname.sim" '
Open the wpn_Subtorpedosys and in the right hand window "Property Tree" find the "Rooms" open that with the +sign. Find Fore or Aft and open that and you will find "loadtime" change the value.

Peabody

jf3000 10-10-09 01:48 PM

Thank you, I only have one last question, the subs hull, where can I find how much damage it can take?

keltos01 10-10-09 02:09 PM

Quote:

Originally Posted by jf3000 (Post 1187133)
Thank you, I only have one last question, the subs hull, where can I find how much damage it can take?

in the subname.zon file in the sub directory

keltos

broken999 10-15-09 08:21 AM

Seeking information, manuals for building
 
Hello my name is Toni and I am Italian, I do not write very well in English.
I read the discussion, but I do not know where I can get useful information for building ships and other 3d.
Seeking information, manuals for building .... where can I get?
Thanks
Toni

jf3000 10-22-09 08:07 AM

Is there an option to change the amount of torpedos you actually get plus the torpedos with the red heads how can I change from a basic explosion to larger like nuclear?

Wilcke 10-22-09 11:16 AM

Quote:

Originally Posted by jf3000 (Post 1193034)
Is there an option to change the amount of torpedos you actually get plus the torpedos with the red heads how can I change from a basic explosion to larger like nuclear?

Do a search for Rockin Robbins, sub nuclear torpedo mod. Then you can open up his files with S3D and see what he changed.

Happy Hunting!

etheberge 10-25-09 02:09 PM

Well I hate to bother you guys with a basic question like that but my forum search skills have failed me on this one.

How do I get all the parts of a model to show up in the model viewer? Specifically turrets/guns on warships? Do I have to somehow import other nodes to be able to see them?

http://www.subsim.com/radioroom/pict...&pictureid=718

Basically I just want to load up warship models with all the parts showing in the viewer, I don't want to modify them or anything. I just need to take screenshots of the full ships for a mod I'm working on.

Keep in mind I'm just starting out with S3D so if you could keep your answer to noob level I'd appreciate it :-)

Thanks for any help,

iambecomelife 10-25-09 04:18 PM

Quote:

Originally Posted by etheberge (Post 1194466)
Well I hate to bother you guys with a basic question like that but my forum search skills have failed me on this one.

How do I get all the parts of a model to show up in the model viewer? Specifically turrets/guns on warships? Do I have to somehow import other nodes to be able to see them?

http://www.subsim.com/radioroom/pict...&pictureid=718

Basically I just want to load up warship models with all the parts showing in the viewer, I don't want to modify them or anything. I just need to take screenshots of the full ships for a mod I'm working on.

Keep in mind I'm just starting out with S3D so if you could keep your answer to noob level I'd appreciate it :-)

Thanks for any help,

I don't think there's a solution. If I need a screenshot of a ship with all its parts I usually import the model & skins into wings3d, along with the turrets etc and place the subparts in the correct positions.

etheberge 10-25-09 04:36 PM

Quote:

Originally Posted by iambecomelife (Post 1194517)
I don't think there's a solution. If I need a screenshot of a ship with all its parts I usually import the model & skins into wings3d, along with the turrets etc and place the subparts in the correct positions.

Bummer. I thought I was just missing something really stupid.

I took a quick look at Wings3D and it's way over my head for now, plus what you're describing seems like a lot of work for a screenshot.

I'll try to think of another way to get what I need.

Thanks a lot for the reply :yeah:

skwasjer 10-29-09 08:25 AM

Indeed, S3D only loads 3D objects from the local file. All 3D objects that are referenced from libraries are never loaded. It would make S3D as an editor too heavy for it's purpose (I would need to scan all game files in library folders for relevant objects)

iambecomelife 12-20-09 06:11 PM

I wanted to know if anybody has successfully managed to import triangulated .obj files using wings3d and S3ditor? S3ditor won't import any obj files unless I use the triangulate function in wings3d, so that all the 3d model faces are triangular. This seems to affect the number of vertices in the uv map, so that once I try to import the triangulated 3d model I get an error message about missing vertices about 75% of the time. This has been a major problem with my attempts to mod ships.

Thanks to anyone who can help me out.

Nisgeis 12-21-09 05:27 AM

Quote:

Originally Posted by iambecomelife (Post 1222503)
This seems to affect the number of vertices in the uv map, so that once I try to import the triangulated 3d model I get an error message about missing vertices about 75% of the time. This has been a major problem with my attempts to mod ships.

Can you import channel one OK, but not channel two?


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