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

keltos01 01-15-09 05:24 AM

BUG ?
 
I got his dark screeen when trying to view the 3D model of my KD3 :

http://img79.imageshack.us/img79/1414/darks3dvl1.jpg
http://img79.imageshack.us/img79/dar...pg/1/w1680.png

is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ?

http://img234.imageshack.us/img234/8025/kd3darknl5.jpg
http://img234.imageshack.us/img234/k...pg/1/w1677.png
apart from that I love it, I'd just wanna see the real SDK they use to see if it's that good !

btw I read that you're working on the animations, good cause I'm bad at them !

keltos

tater 01-15-09 09:44 AM

Try the brightness/contrast slider, it remembers the last setting it was on.

skwasjer 01-15-09 11:46 AM

Quote:

Originally Posted by keltos01
I got his dark screeen when trying to view the 3D model of my KD3 :


http://img79.imageshack.us/img79/dar...pg/1/w1680.png

is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ?

1. With true bugs, a white error message 'should' appear. Probably something more serious is going because of which S3D even is unable to show the message though. Try isolating the problem by removing parts of the nodes/models/materials, until the renderer works again (you may have to close/reopen it). At least then you can pinpoint the problem for me.

2. The game uses different render modes/stages for many things. I can not mimmick the entire game and as such I only implemented 2 shaders. As a result, you lack certain light sources in specific cases and passes (sun, misc lights, interior lights) that could brighten up the model in game, but doesn't in S3D. Therefor I added the B/C sliders. It also depends on the diffuse color applied to the material. Having a light grey to white color brightens up the model, while a dark grey will darken it (but it will also ingame).

Madox58 01-16-09 07:38 PM

Quote:

Originally Posted by skwasjer
S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.

That's Cool.
But I take it one still needs to do the Animation and import it with a different Application?

Or are you saying We can edit the animation itself?
The timeing of an existing animation being changed
is of little value in the long run.

keltos01 01-17-09 05:38 AM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by keltos01
I got his dark screeen when trying to view the 3D model of my KD3 :


http://img79.imageshack.us/img79/dar...pg/1/w1680.png

is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ?

1. With true bugs, a white error message 'should' appear. Probably something more serious is going because of which S3D even is unable to show the message though. Try isolating the problem by removing parts of the nodes/models/materials, until the renderer works again (you may have to close/reopen it). At least then you can pinpoint the problem for me.

2. The game uses different render modes/stages for many things. I can not mimmick the entire game and as such I only implemented 2 shaders. As a result, you lack certain light sources in specific cases and passes (sun, misc lights, interior lights) that could brighten up the model in game, but doesn't in S3D. Therefor I added the B/C sliders. It also depends on the diffuse color applied to the material. Having a light grey to white color brightens up the model, while a dark grey will darken it (but it will also ingame).

Tater was right for the dark texture : brightness knob I didn't see before :oops:

as for the completely dark screen, might be a memory problem at the time : I had a lot of programs open at the same time (3DS, photoshop, S3D)

keltos

ps if anyone find which file(s) say how many tube lights to add to the firing pannel please tell us !

tater 01-17-09 09:49 AM

In previous versions, the brightness reset with every new file opened, the current one leaves it as last set since without textures on, you usually end up dragging it a little darker to see the model better.

skwasjer 01-17-09 11:11 AM

You can tone down the diffuse color for untextured view (in options dialog). When diffuse texture is off, it uses a simple single colored texture in it's place based on this color setting. It was full white in the initial model viewer release (which used a simpler shader), but I have left it unchanged...

Note that the material diffuse color is also blended with this global diffuse color, when the diffuse texture is off.

skwasjer 01-17-09 11:20 AM

Quote:

Originally Posted by privateer
Quote:

Originally Posted by skwasjer
S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.

That's Cool.
But I take it one still needs to do the Animation and import it with a different Application?

Or are you saying We can edit the animation itself?
The timeing of an existing animation being changed
is of little value in the long run.

Look at the coils...

Or and old video:

http://sh4.skwas.net/temp/wimpel3.wmv

urfisch 01-17-09 11:49 AM

PROBLEM:

If i import an exported (former exported from s3d) *.obj from Cinema 4D i get:

"The file " has no Materials" even i have a material assigned

If import the the same file with Riptide-Plugin exported (which only creates a valid *.mtl) from Cinema 4D i get:

"InvalidArgument = Value 0 for SelectIndex is invalid. ParameterName: SelectIndex"

:(

Ideas?

Anvart 01-17-09 02:47 PM

Quote:

Originally Posted by keltos01
Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by keltos01
I got his dark screeen when trying to view the 3D model of my KD3 ...

...

Tater was right ...

:rotfl:
May be your models are very big for S3D viewer ...?

skwasjer 01-17-09 04:29 PM

Quote:

Originally Posted by urfisch
PROBLEM:

If i import an exported (former exported from s3d) *.obj from Cinema 4D i get:

"The file " has no Materials" even i have a material assigned

If import the the same file with Riptide-Plugin exported (which only creates a valid *.mtl) from Cinema 4D i get:

"InvalidArgument = Value 0 for SelectIndex is invalid. ParameterName: SelectIndex"

:(

Ideas?

Probably a 'usemtl' before the faces section is missing, and/or problem with mtl names. How many materials does the model originally have? If just one, then you can fix it manually by editting the obj/mtl. If there are more then you have to redo the work I'm afraid (because materials were lost). Can you upload the DAT where it was exported from and the edited obj/mtl-file so I can have a look?

Anvart 01-18-09 03:34 AM

Yeah, Skwasjer ... plz, delete suffix (material ID) from material name ... it's not usefull ... :yep:

keltos01 01-18-09 04:32 AM

tube selector
 
right I think we found the selector for the 6 tubes in Data\menu\menu_1024_768

here's part of it :

[G28 I19]
Name=Tube VI sel
Type=1031;Stat bmp array
ItemID=0x28010016
ParentID=0x28010000

Pos=45.9999,-75,43,43
Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010016 0 0 0 0
Materials=3
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.426758,0.768555,1,1
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.426758,0.813477,1,1
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.426758,0.857422,1,1
MatFlags=0x21
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G28 I20]
Name=Tube VI
Type=1031;Stat bmp array
ItemID=0x28010006
ParentID=0x28010000

Pos=45.9999,-75,43,43
Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010006 0 0 0 0
Materials=3
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.383789,0.768555,1,1
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.383789,0.8125,1,1
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.383789,0.855469,1,1
MatFlags=0x21
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

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

skwasjer 01-18-09 07:59 AM

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.

skwasjer 01-18-09 08:19 AM

Quote:

Originally Posted by Anvart
Yeah, Skwasjer ... plz, delete suffix (material ID) from material name ... it's not usefull ... :yep:

It is. See for example sea units:

First material, external texture, and label: cfg#TXR_NBB_Colorado. S3D generates mtl name: NBB_Colorado_f4ece1abbd4447e5

Second material is identical, external texture, and label: cfg#TXR_NBB_Colorado. S3D generates mtl name: NBB_Colorado_f4ece1a7bd4453a5

The only way to seperate them is by id. There are more examples where people don't specify a label-chunk (in which case the texture name is used for mtl name, but the texture may also be shared by other materials!!), which works fine in game, but causes problem for export/import. S3D also compares the id upon import, and if this matches then all is ok even though the 'readable' names are the same.

Anyway, his problem was related to a missing mtllib command in the obj-file, and not caused by S3D.


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