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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: |
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)
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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. |
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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. |
http://img13.imageshack.us/img13/7941/nataleo.jpg
I love those bells ! a very nice thought Skwas ! Merry Xmass and Happy New Year keltos |
:D
Happy holidays everyone :woot: |
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... :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...? |
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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. |
OK.
Don't see prob's... Theme is closed... |
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). |
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 |
can i get the link to download SH3editor? plz thanks
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Make sure you read all the extras you need to download first! |
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 |
- Reverse face winding
:yeah: |
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? |
No chance? :dead:
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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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