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

skwasjer 04-19-08 02:47 PM

Thank you, I appreciate it swdw. Indeed this program is coming along quite nicely. It does get more and more complex, but luckily I'm used to more complexer projects. :smug:


Ref, that's a great idea. I hadn't thought of that yet. I just coded it yesterday real quickly to verify if the imports were correct, and haven't really thought of other benefits/features yet.
I'll add a function to save it as a transparent png. Any suggestions for the wireframe color? Maybe add as an option? I guess it would also be handy if one could specify the preferred size...

Keltos01, I will have a look at your model in an hour or so and let you know what is up. Need to browse the boards first as I just got here from a days work... :up:

jimbob 04-19-08 03:30 PM

Quote:

Originally Posted by Snaptrap
Hmmm. Guess it's back to Hex Workshop. No point in asking questions about this program.

Sure, you could go all Hex on the files but I'll give you a tip:

Id's and parent Id's.
;)

Also, we got search in teh forums, punch in the filename you're
interested and it's there. Also searching word [TEC] works.

...or, maybe this link has teh info...



hmmm, have fun.

:arrgh!:

skwasjer 04-19-08 03:47 PM

I'm not the guy to really answer such questions anyway. I know my way around the game but the guys actually modding those files know a hell of a lot more about them then me. :arrgh!:

PS: I missed that post...

skwasjer 04-19-08 04:31 PM

Quote:

Originally Posted by keltos01
hi (again..), I'm not gonna post a screenshot this time, it's the same I had yesterday with S3D 0.8.
I import a hull model in 3DS max, the Jyunsen B Hull, import the 627a sub hull, take the texture from the 627a, put it in the mat library (M in 3ds), unwrap the uvmaps, paste the texture to the Jyunsen B hull, delete the 627a, export the Jyunsen B to the obj format.

Then open S3D, open my 9DX2.dat file, select the 3D model, right click, 3d model import, select the Jyunsen B hull in the 3DS export directory, and BAM!

UNEXPECTED TOKEN ENCOUNTERED:damn:

I posted my obj file and the 3DS file here : Hull_Jyunsen_B.rar


http://hosted.filefront.com/keltos01/

Keltos01, you have not followed my guideline precisely. I can understand you've overlooked it though. It's real easy, export the model again, and make sure to disable the Smooth groups checkbox! Do this, and it imports fine with S3D.

Check out the screenshots with the settings here:

http://www.subsim.com/radioroom/showthread.php?t=135177

ref 04-19-08 04:36 PM

Quote:

Originally Posted by skwasjer
Thank you, I appreciate it swdw. Indeed this program is coming along quite nicely. It does get more and more complex, but luckily I'm used to more complexer projects. :smug:


Ref, that's a great idea. I hadn't thought of that yet. I just coded it yesterday real quickly to verify if the imports were correct, and haven't really thought of other benefits/features yet.
I'll add a function to save it as a transparent png. Any suggestions for the wireframe color? Maybe add as an option? I guess it would also be handy if one could specify the preferred size...

Keltos01, I will have a look at your model in an hour or so and let you know what is up. Need to browse the boards first as I just got here from a days work... :up:

I use maya's uvmapper template export to do the same and usually I pick a pure green color (r=0,g=255,b=0) as it's unlikelly to be used in a texture, for the size I recomend the same as the main texture so it just a matter of copy/paste in photoshop without the need to resize it.

Ref

keltos01 04-19-08 05:00 PM

guidelines
 
:oops: uh, yep skwasjer you were right:up: Easier to blame it on the devellopper when I was trying to rush the import I guess ;)

Did what you said here above (olympian right?) :

http://img245.imageshack.us/img245/8971/sentokucd5.jpg

the whole texture isn't there yet, maybe I missed something on the exporting as well, but here it is replacing the hull of my Jyunsen B type, untill I import the real hull and tower of course !

http://img237.imageshack.us/img237/7...forwarsye0.jpg

I can't say how grateful I am for your program, and advice, I can tell you're often there for us:sunny:

keltos01 04-19-08 05:11 PM

mtl settings
 
http://img241.imageshack.us/img241/8334/exportyf4.jpg

are those settings all right to export from 3ds ?
do we need to (re)wrap the uvmaps ?
am I missing layers, cause the ship looks better in 3ds than in game?
thanks

skwasjer 04-19-08 05:19 PM

Quote:

Originally Posted by ref
I use maya's uvmapper template export to do the same and usually I pick a pure green color (r=0,g=255,b=0) as it's unlikelly to be used in a texture, for the size I recomend the same as the main texture so it just a matter of copy/paste in photoshop without the need to resize it.

Ref

I thought about it and I think it's best to give everyone the freedom to choose. It's a bit more work for me, but I don't mind. Heh, lol, you say copy/paste, which gives me the idea to just copy the damn bitmap to the clipboard... let's make that another option! :rotfl:

skwasjer 04-19-08 05:28 PM

Quote:

Originally Posted by keltos01
are those settings all right to export from 3ds ?
do we need to (re)wrap the uvmaps ?
am I missing layers, cause the ship looks better in 3ds than in game?
thanks

You should bump the # of digits to 6 or more. S3D doesn't use material colors now (diffuse, specular, etc), but maybe in the future so then that setting must be ok. Other than that, those settings are fine.

In the last .rar you posted, I didn't find the texture so I couldn't test it with it. Where can I find it?

keltos01 04-19-08 05:45 PM

textures
 
just uploaded them, you might need to rename them according to the name of the sub though. cheers

ps in the game there were still the aft tubes of the 9xd2 model on top of the sen toku deck ????

Snaptrap 04-19-08 10:14 PM

Thanks for the help, skwasjer. I do need a bit more though. I know very little about subs, but I'm wondering if there's a way to allow the sub to take turns at 100kts without rolling or diving?

Also, is there a setting that I can alter to make the subs slow down quicker when traveling at high speeds?

jimbob 04-20-08 02:39 AM

Quote:

Originally Posted by Snaptrap
Thanks for the help, skwasjer. I do need a bit more though. I know very little about subs, but I'm wondering if there's a way to allow the sub to take turns at 100kts without rolling or diving?

Also, is there a setting that I can alter to make the subs slow down quicker when traveling at high speeds?

You're asking about the game mechanics, not about the editor which this thread is about.

There is no "settings" in the editor that makes your sub go Pew Pew Pew,
answers to those kind of questions are in other threads.
ie. the information you seek is not in the editor, most likely it is about
what file in the game does what and edit those with the editors available.
Cfg files can be edited with Notepad and graphichs with Paint.Net,
data files with S3ditor etc...

Henceforth;
It seems you're looking a way to tweak your sub to go ludacrisous speeds etc,
which for me looks like maybe you need some cheats.

Also, there has been talks about "sub on rail" which might give answers on how the sub swims about.

About the diving speeds etc.
Im not sure how to edit those but I suppose if you look though
files in the subs directories, there's oughta be values some where to edit.
Maybe not precisely about dive speed but some stuff that affects the speed
to dive.

The search in these forums does work, allthought its not perfect.
99% of the info I need to find its in these forums, not only in Modworksops, thought.


Have fun.

:arrgh!:

Snaptrap 04-20-08 02:46 AM

Quote:

Originally Posted by jimbob
You're asking about the game mechanics, not about the editor which this thread is about.

There is no "settings" in the editor that makes your sub go Pew Pew Pew,
answers to those kind of questions are in other threads.
ie. the information you seek is not in the editor, most likely it is about
what file in the game does what and edit those with the editors available.
Cfg files can be edited with Notepad and graphichs with Paint.Net,
data files with S3ditor etc...

Henceforth;
It seems you're looking a way to tweak your sub to go ludacrisous speeds etc,
which for me looks like maybe you need some cheats.

Also, there has been talks about "sub on rail" which might give answers on how the sub swims about.

About the diving speeds etc.
Im not sure how to edit those but I suppose if you look though
files in the subs directories, there's oughta be values some where to edit.
Maybe not precisely about dive speed but some stuff that affects the speed
to dive.

The search in these forums does work, allthought its not perfect.
99% of the info I need to find its in these forums, not only in Modworksops, thought.


Have fun.

:arrgh!:

I already know all that stuff. I just don't know about naval lingo such as draught. This is why I'm asking someone who might understand what certain settings could do to help.

LukeFF 04-20-08 03:54 AM

Quote:

Originally Posted by Snaptrap
Thanks for the help, skwasjer. I do need a bit more though. I know very little about subs, but I'm wondering if there's a way to allow the sub to take turns at 100kts without rolling or diving?

http://img.photobucket.com/albums/v2...F/facepalm.jpg

UBOAT234 04-20-08 05:00 AM

There are many variables that contribute. Not only in .sim file...
Even in the government of the submarine, to the level of command.
And it is very long to explain.
And 'need for all perhaps get down to work to make a nice tutorial. Maybe create a topic that serves new and old of the trade and manufactoring :know:
Looking at the differences between the various software.
Each could make its contribution with the experience gained in that particular software 3DS MAX, Maya, Wings 3D, Milkshape ecc.
It is perhaps necessary to bring together all points...
And perhaps write a nice manual for this great software that is a jewel of simulation with the extraordinary ability of 3Ditor :up:
I think that here in this forum, there are many who would like to do so. We understand the commitment and the profusion that they have lent to the
brilliant achievement of 3Ditor... and on the first the great Skwasjer
But even the many others who have worked before and during...

I know that takes a long time and dedication, but a great software without a great tutorial and a nice manual serves only to a few and the glory would be small.
Seeing the time and effort spent so far, an additional effort would really the pleasure of all those who have followed.
Many thanks to ALL :sunny::sunny::sunny:

I can not understand everything mentioned, precisely because of language and requires much time I read everything, otherwise I would have given my contribution, day and night. As I have done in the past for SH3.
I remember entire nights in front of the monitor, with open the Hex Editor :damn:
(With the language and the difficulties that we are jumping from one topic to another...)

All this only to encourage its implementation and sorry for my bad English :oops:


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