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

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?

sergbuto 12-21-09 04:31 PM

Quote:

Originally Posted by iambecomelife (Post 1222503)
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.

See if the following proceedure makes it work in your case.

Open the triangulated .obj file with Wordpad or similar editor. Choose Replace menu and replace

//

for

/1/

Replace All. Save and try to import to SH3.

keltos01 12-27-09 02:45 AM

http://img13.imageshack.us/img13/7941/nataleo.jpg

I love those bells ! a very nice thought Skwas !

Merry Xmass and Happy New Year

keltos

skwasjer 12-27-09 06:38 AM

:D

Happy holidays everyone :woot:

Anvart 12-27-09 08:56 AM

Quote:

Originally Posted by skwasjer (Post 1225924)
:D

Happy holidays everyone :woot:

Similarly!
...
:oops: Sorry... How about Skeletal animation and Skin morphing features for S3D?
Or it will be necessary to write own executed code for this purpose...?

skwasjer 12-27-09 06:02 PM

Quote:

Originally Posted by Anvart (Post 1225986)
How about Skeletal animation and Skin morphing features for S3D?
Or it will be necessary to write own executed code for this purpose...?

I have stopped working on S3D about 5 months ago as you know (and boy do I enjoy the free time ;)). While I do have a portion of code ready for skeletal animations I can't release anything that works because I only know roughly 60-70% of how this data is stored in the files. It's actually the only real missing thing of the DAT-file specification to me. I could find it out over time, but I really don't care to...

Even if I have the specification 100%, it is just way to much work to finish in reasonable time because I also need to introduce a new 3D-file format that supports skeletal animations.

So yes, you will need to write your own code/tools for it.

That said, if you ever have code (and the full file specification written down) or an application ready, then perhaps I can include it with S3D's installer so you have a complete toolkit.

Anvart 12-27-09 06:18 PM

OK.
Don't see prob's...
Theme is closed...

skwasjer 12-27-09 06:37 PM

A hexeditor, patience and alot of time. None of these 3 I have right now :D

I don't remember well where I left of, it's been over 9-10 months since I looked at this. I remember I had found out how the bone structure was stored, but missed info on matrices and the weights of each joint (or perhaps the latter I did find out, don't remember). The big thing is putting it all together how the timeline is built with all the animations/poses, the transformations of each bone, etc. I have all kinds of parts but not the big picture due to missing info/understanding of some key areas of these chunks, stuff like relationships etc. I have spent hours upon hours finding links/relationships between the chunks (id's and stuff) but constantly ran into a wall... I would find out eventually but have no further interest.

If you find out, then perfect, but I really don't see me spend a whole big deal of time on it, especially since SH5 has a new animation engine (based on freely available tools I'm told by Dan).

keltos01 01-16-10 06:54 PM

just checked the towers : they all have the "obj_conningtower" in the .sim ????
what does it do ?

it caused CTD in two of our subs..




keltos

Celloplayer5 01-18-10 01:49 PM

can i get the link to download SH3editor? plz thanks

Nisgeis 01-18-10 01:55 PM

Quote:

Originally Posted by Celloplayer5 (Post 1239237)
can i get the link to download SH3editor? plz thanks

The download info is in the first post of this thread here http://www.subsim.com/radioroom/show...70&postcount=1

Make sure you read all the extras you need to download first!

keltos01 02-03-10 05:30 AM

Peabody just showed me how to use the play anim button in S3D :oops:

I had never seen that before, cool !

but :

Skwasjer you said ? that one could flip faces that showed the wrong side up in S3D ?

how ?

it seems everytime I export from 3DS and import in S3D some faces get flipped, not always but often..

thanks

keltos

skwasjer 02-03-10 07:14 AM

- Reverse face winding

:yeah:

Murmur 02-15-10 04:23 PM

Good program!
I can`t understand one thing, how export ship model to 3dsmax in one piece?
When I open model in S3D, I see many nodes - part of model (SH3).
I use search, but not find solution.
Its possible?

Murmur 02-16-10 02:14 PM

No chance? :dead:

pontius 02-16-10 02:21 PM

No, I don' think so.
I think you have to export all *obj and place them in you 3D-Software.

-pontius


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