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

keltos01 01-19-09 06:02 AM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by keltos01
I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ...

is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) -

keltos

These ID's are not related to id's in the DAT's. You could try specify id 0x28010017 and 0x28010007 for tube VII.

Also, alot of the menu item id's are hardcoded into the game, but not all.

Peabody made them when I slept ! now we have 8 firing lights !!! thanks for the help as always Skwasjer !

http://www.subsim.com/radioroom/showthread.php?t=146925 see post #9

keltos

pythos 01-23-09 07:04 PM

Viewing an assembly
 
I am just learning how to use this program. I was wondering if there was a way to add items to a view.

For instance, one can load up and work with a hull, but there is no conning tower, but in order to get the orientation of an item correct with the hull one needs to see the tower and its parts as well. Is there a way of doing this so the modder can get the "whole" picture.

Is import the way to do this?

skwasjer 01-23-09 07:08 PM

If you import the entire dat-file of a conning tower, you will be able to see it as well. Make sure to add it all the way at the end at the file (select the last node, usually Eof) so it doesn't mix with the original nodes/chunks. Start moving the root node of the tower to where you want it to sit, and then once done, copy those translation/rotation values to the dummy node of the tower on the submarine hull. Finally, remove the tower again (all chunks, not just the node, also the materials and the other extra chunks), and voila... Alternatively, you could copy the translation/rotation values after you have them to notepad, close the file without saving and reopen the sub file and then change the values.

tater 01-23-09 08:34 PM

I have been doing this a LOT lately.

What I do is to open the dat for the "stuff" want, and delete everything except the actual parts I need. Author info, EOF, etc. Trash it. Then I SAVE AS a different name. I append PARTS.

Ie: NDD_Asashio_PARTS.dat

Then when I import it to align stuff, there is less crap. I will also sometimes subdivide PARTS. Like I might make NDD_Asashio_MAST_PARTS.dat.

I actually made a mod that is just a copy of the Sea folder for this purpose so I never accidentally break "real" units.

tater

Madox58 01-24-09 08:54 PM

Pretty.

But still does not answer the question.
If it only allows timeing changes?

How long is that useful?
And exactly what program are you useing to import the animations?
:hmm:

skwasjer 01-25-09 07:37 PM

Quote:

Originally Posted by privateer
Pretty.

But still does not answer the question.
If it only allows timeing changes?

How long is that useful?
And exactly what program are you useing to import the animations?
:hmm:

It did answer the question. I showed you new animations, which means I somehow imported them. So what program could I have used besides S3D?

keltos01 01-26-09 06:50 AM

to the Olympian ;)
 
My gun textures ingame :

http://img101.imageshack.us/img101/5...nkeltosls1.jpg
here below : in s3d :

http://img218.imageshack.us/img218/8...dgcopieql5.jpg
http://img218.imageshack.us/img218/d...pg/1/w1680.png

the texture is applied ok (in S3D) it seems ? but not ingame ??????

Skwasjer, any idea why ?
Keltos

Nisgeis 01-29-09 09:09 AM

Keltos, does the AO map look correct in S3D as well? That looks like the diffuse map is applied with the right mapping, but the co-ords for the AO's uv map have been changed.

keltos01 01-29-09 10:35 AM

Quote:

Originally Posted by Nisgeis
Keltos, does the AO map look correct in S3D as well? That looks like the diffuse map is applied with the right mapping, but the co-ords for the AO's uv map have been changed.

dead on Nisgeis ! I forgot to make a new AO map which caused the problem....:oops:

keltos

keltos01 01-30-09 06:40 AM

unhandled exception
 
Skwasjer,

Peabody's made anew gun .dat for my submarines. He imported my new DG model in it, the texture didn't show.

He then tried, and so just did I, to import a new model in the .dat (because I made a new uv map for the gun barrel)

and this happened :

http://img291.imageshack.us/img291/9...edcopiemm0.jpg
http://img291.imageshack.us/img291/u...pg/1/w1680.png

then it freezes...

why ????:damn:

I've uploaded the gun's files and the model (.obj) and uv maps in a .rar on my FF, if you can help us please ?

link :
http://files.filefront.com/type+96+5.../fileinfo.html

thanks

keltos

peabody 01-30-09 01:51 PM

Skwasjer,

Just to add information to Keloto' post, when I removed the Materials node the object would import. The material node has a Texture and and Occlusion map in it. I know nothing about the textures, since I don't have Max to work with and have never done any.
Just wanted to give additional info.


@Keltos, I may have found the problem, the material in the material node and the material assigned to the object are not the same. I changed it and the new Barrel loaded ok. But that is just one test. I will check further. So it appears the material on the object does not exist, at least not with the correct ID.

Peabody

skwasjer 01-30-09 03:40 PM

The 2nd material on the node (nr. 8 and nr. 11) is not actually a material but a secondary texture map (AO). This is incorrect and you must remove that 2nd material reference before import. Material references should only point to actual materials, not their child texture maps. And I will have to make a fix in S3D as it incorrectly indicates that AO map as a valid material... (and causes the import error) The AO map texture is only a child associated with a material and not a material of it's own.

keltos01 01-30-09 05:02 PM

Quote:

Originally Posted by skwasjer
The 2nd material on the node (nr. 8 and nr. 11) is not actually a material but a secondary texture map (AO). This is incorrect and you must remove that 2nd material reference before import. Material references should only point to actual materials, not their child texture maps. And I will have to make a fix in S3D as it incorrectly indicates that AO map as a valid material... (and causes the import error) The AO map texture is only a child associated with a material and not a material of it's own.

thanks to you Peabody fixed it. :yeah:

keltos

jmardlin 01-31-09 10:36 PM

Does anyone know what this means. The specified value is invalid. Details: Exception has been thrown by the target of invocation. This is for a damage zone file. I am using S3D v0.9.4. http://img299.imageshack.us/img299/2323/s3dtc3.jpghttp://www.subsim.com/radioroom/%5Bu...g%5D%5B/url%5Dhttp://www.subsim.com/radioroom/%5Bu...g%5D%5B/url%5Dhttp://www.subsim.com/radioroom/%5Bu...g%5D%5B/url%5D

skwasjer 02-01-09 09:44 AM

jmardlin, it's a bug in S3D. I don't know of a simple workaround. What seems to work sometimes is to save the file, and then reload it. Other than that, it should be fixed in next release.


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