Losing 3D Sim Ed 3

Joined
Sep 11, 2022
Posts
30
Reaction score
16
Points
8
Losing 3D Sim Ed 3

Hi, I really need you help because I recently just lost 3D Sim Ed 3 after I upgraded from 3.2b to 3.2c and now my 3D Sim Ed 3.2c won’t work, and you cannot downgrade BACK to 3.2b. I was using this:


In addition to this in the comments for 3D Sim Ed 3:

Download RegScanner 2.31 (or older).
"C:\Program Files (x86)\NirSoft\RegScanner\RegScanner.exe"
Open RegScanner, click File -> New Scan.
In Find String field type '3DSIM'.
Hit 'Scan' and wait until it finishes.
Once the scan is complete select all keys starting with "HKCU\Software\SimGarage\3DSimED3", (Highlight) then all of these, then, right-click ->Delete Selected Keys/Values.
Close RegScanner and launch 3DSimEd

Which only worked up to 3D Sim Ed 3.2b it tuned out. (Yep that’s how I did it folks). Newer 3D Sim Ed 3.2c deliberately pretended to work for a few weeks WITH Reg Scanner, giving be false security until one day (today) it did not, eliminating the chance for a system restore.

The good news is that 3d Sim Ed 2.17b is working with the YouTube tutorials above and TrashRegx64 (no need for RegScanner).

Objects work with your tutorials here:

So objects work in game/sandbox fine with your methods applied with 3D Sim Ed 2.17 (which is free) But as I know it comes with inflated values for vertices.

When I then export form 3d Sim Ed 2 and then turn it into a PAS file in and make a 3do in Make 3do (to reduce vertices).

This happens:

Image - 01.jpg

The texture does not appear properly.

The texture does appear however, in 3D Sim Ed (2.17b)

Image - 02.jpg

It does.

This is the same method I am using which WORKS for 3D Sim Ed 3. (until it went). I have not changed any setting in 3DS Max apart from (Customise, Units Setup, System Units Setup – so that’s both in meters or it’ll turn you object into inches) because this worked before with 3D Sim Ed 3.

Really sorry for any inconvenience this caused. I might not be able to do anything anymore. :(
 
Last edited:
I have 3D Sim Ed as 3.2c but it is a paid for license so I don't have to do any registry stuff. I don't use the program at all these days except when I want to export my track layouts for reference in blender though. But if you have 3ds max 8 then you should be able to compile 3dos with make3do process and a psg script.

I can only speculate (as I don't use 3dsimed anymore for the 3do process) but its looks like its destroying the UVs of the model thus making the texture stretched. 3DSimEd2 probably is too old and has some bugs with the nr2003 model export process destroying some of its data.

Also my youtube video on 3dos with 3dsimed3 is legacy at this point. The current process I use is blender > 3ds 8 > make3do from exported PAS file as below which I highly recommend as the most efficient and performance friendly process for 3dos :

Part 1: https://www.adrd-forums.net/index/t...-s-in-blender-to-3ds-max-for-3do-compile.471/
Part 2: https://www.adrd-forums.net/index/t...-in-3ds-max-for-pas-export-basic-process.475/
Part 3: Will eventually make but it will be about writing simple script and compiling a basic model from PAS file
 
I have 3D Sim Ed as 3.2c but it is a paid for license so I don't have to do any registry stuff. I don't use the program at all these days except when I want to export my track layouts for reference in blender though. But if you have 3ds max 8 then you should be able to compile 3dos with make3do process and a psg script.

I can only speculate (as I don't use 3dsimed anymore for the 3do process) but its looks like its destroying the UVs of the model thus making the texture stretched. 3DSimEd2 probably is too old and has some bugs with the nr2003 model export process destroying some of its data.

Also my youtube video on 3dos with 3dsimed3 is legacy at this point. The current process I use is blender > 3ds 8 > make3do from exported PAS file as below which I highly recommend as the most efficient and performance friendly process for 3dos :

Part 1: https://www.adrd-forums.net/index/t...-s-in-blender-to-3ds-max-for-3do-compile.471/
Part 2: https://www.adrd-forums.net/index/t...-in-3ds-max-for-pas-export-basic-process.475/
Part 3: Will eventually make but it will be about writing simple script and compiling a basic model from PAS file

I agree with you, I came to the same conclusion. I think I’ll try to export from Zmodeller, as a .3ds, and then straight into 3DS Max 8 and then apply the .mips there; it would hopefully avoid 3D Sim Ed 2 causing the texture issue on export after applying the textures, and would be a backup method. But I have only used 3DS Max to simply export as a .PAS and the .mip textures are saved.

I was reading/working on this as I came up with some questions:

I am now using this: https://www.adrd-forums.net/index/t...-in-3ds-max-for-pas-export-basic-process.475/ to now attempt to apply textures.


Image - 03.jpg

I’ll get back to you on how it went, so far it looks a harder than it was to do.

And

For older objects without one UV unwrap texture, i.e. multiple textures, is there a way of applying all the materials. Like in 3D Sim Ed, can you apply each of the .mips to an object?

Do you name your material list here?

Image - 04.jpg

(Different to my main diffuse texture is the same as what my .mip will be fs3bdge)

Also

How do you preview an object to apply each the textures (need this because for objects from MeshLab get the material list backwards, and might require checking).

Edit: I managed to get a preview

Image - 05.jpg

Managed to get it to work, Thank You!

Image - 06.jpg

But, there is one small issue, in 3D Sim Ed you can bottom centre the model, how do you do this in 3DS Max 8? My model is slightly lower that in should be, compared to the original?

Image - 06a.jpg
 
In 3ds if a model is using more than one texture you can select the faces/elements you want in the modify tab then hit the apply material button and it will only apply to those areas:
1705259501195.png

for centering models you can adjust its pivot point in the hierarchy tab
1705259556585.png

I generally have my model(s) adjusted in blender and zeroed out so in 3ds max I'm just setting up the materials, lods, etc and not having to worry about any position issues. That way when I import the finish product in sandbox it flush with the sandbox ground (or whatever height I needed it to be)
 
for centering models you can adjust its pivot point in the hierarchy tab
1705259556585.png

Thank You!

I’ve figured out how to center the models; after some research, you select the move tool at the top:

Image - 09.jpg

Then, in the hierarchy tab, first you select: Affect Pivot Only, then press: Center to Object, to make sure the pivot (blue green and red arrows/xyz axis) is really in the middle.

Image - 10.jpg

If object is already centred nothing will happen. (mine was).

Then, do the same again but this time for the pivot, be selecting: Affect Pivot Only, an then: Center to Pivot.

Image - 11.jpg

If object is already centred nothing will happen. (mine was).

You then click on the rectangle above that shows the side view so it has a yellow rectangle (as marked by the arrows), then press the undo button which makes the object appear textured again. Still in Affect Object Only:

Image - 12.jpg

You then can zoom in depending on what rectangle is enabled, i.e. the one that is highlighted yellow. (The more you zoom in the more accurately you can move the object).

Image - 13.jpg

You then move the object so it’s aligned with the pivot, where the small green square with an “X” is.

Image - 14.jpg

Object is now bottom centred after exporting as a .PAS file.

NOTE: Not found an automated process yet. I am yet to do multiple textures.
 
In 3ds if a model is using more than one texture you can select the faces/elements you want in the modify tab then hit the apply material button and it will only apply to those areas:
1705259501195.png
All that does is apply the materials individually from scratch, When I Had 3D Sim Ed 3 all the materials are saved in a list like this:

Image - 15.jpg

Then you apply those in 3D Sim Ed. As you apply them, the materials appear, based on the tutorials above:

Image - 16.jpg

Image - 16a.jpg

When exported into 3DS Max 8 as a .3ds all you do is export it as a .PAS file and it works with the materials. This means somewhere the material list is saved in 3DS Max, and working. Do you know where it is? I need help on how to do it.

Does this help?: (Export from 3D Sim Ed).

Image - 17.jpg

NOTE: These screenshots were taken in 3D Sim Ed 2, but is what I did with 3D Sim Ed 3.
 
Last edited:
Who read this thread (Total readers: 0)
    Back
    Top