View Full Version : Kilo a' coming
03-03-2006, 05:58 AM
just got this baby mapped. Now needing a paintjob.
Now opening doors on it yet. I ned to get the doors names from the SCS model first.
Also Sail probably isn't in the correct position for the game :(
the prop I know is accurate.
03-03-2006, 07:23 AM
Looks Great! :up: Looking at your model and comparing it to my 1/144 Kilo it looks like the sail is positioned correctly, just not as long as the sail on my model. But hey, since when have plastic model makers gotten it right most of the time? :D Nice Job!
03-03-2006, 12:36 PM
Damnit I still can't upload anything. If I could I would so paint that. :cry:
03-03-2006, 05:09 PM
You're such teases....
03-03-2006, 05:34 PM
Here it is with a very slapdash paint job.
03-03-2006, 06:50 PM
just missing the little fin aft and the windows but its there nice job xabba
03-03-2006, 10:15 PM
just missing the little fin aft and the windows but its there nice job xabba Only some have them. I think the Project 877 have the aft fin. ;)
03-04-2006, 02:59 AM
I have a model of type 636 it has the fin at the rear, those pictures of alrosea i think had the fin also that too is type 636
03-04-2006, 06:33 AM
What fin aft?
dorsal, ventral? Just had a look at some various Kilo pictures and no aft fin.
03-04-2006, 07:41 AM
Its on the top of the submarine its very very small but its not far from the stern in this picture look closely and you'll see it.
You mean this fin, Kaptain?
03-04-2006, 08:46 AM
Yes that is the fin i am talking about.
03-04-2006, 12:28 PM
They both have it but on the 877 type it is so small as to be hardly visible, also 636 has a more pointy turtle deck.
superb pics .... really
great job Xab.
I can't wait you make the "dirty" textures on this jewel !
I hope you will find an agreement with Luftwolf & Amizaur, the way to release maybe a combined pack with new models + LWAMI.
A big and nice package, increasing realism and 3D models with only one install.
I'm sure this could be a MOD with great success, a real must have for all.
03-05-2006, 03:35 PM
Thing is new models of the playables don't come without problems.
The first is sail placement. This will affect the sail view. Even if I havea 100% accurate sail size and placement on my Kilo I don't know where SCS have programmed the coordinates for the sail view and it is in a dll where I can't get at it. So it could be out of place.
Then there are the opening torpedo doors. Not a problem in itself as I can make them no problem, just a matter of getting the names of the doors and the pivot correct. I just want to see what it looks like in game first and then I'll see about further modding the model.
03-05-2006, 03:38 PM
I was wondering about the sail issue for playable submarines.
Have you had any luck with a workaround?
It seems the only way to do it is to make a rough draft of the model to get the sail position correct and then finish the details of the rest of the model around that... I suppose that would mean considerable reworking of your already existing playable models... :dead:
03-05-2006, 03:46 PM
Not really, The sail could be moved and the model J3Ded accordingly each tiem and tested till I get it right. Then there is sail heigt.
Try out my Seawolf I sent you. That sail is in the right position and height, I know that for sure...Still a screw up though.
I need to ask Jamie about that.
03-06-2006, 04:33 AM
Looks awesome Xab!
03-06-2006, 10:52 AM
Xabba just use the .j3d viewer's export capablity to get a .3ds of the model and compair the two's sail size. ;)
03-06-2006, 11:29 AM
New Kilo crashes the J3D viewer I think.
03-06-2006, 11:59 AM
Hmmm. Yea I think its because it uses .dds maps. Maybe try converting them to .bmp?
05-20-2006, 02:49 AM
Nice looking model!
I am probably going to be hounded for this, but is there any way to import the SCX 3d models into DW? I just want the 3d models, none of the other data. I don't mind losing animated parts.
05-20-2006, 03:30 AM
It's not hard, you just need to use cmputil to import the files into the 3d file and then use DWedit to correct the database to point to the correct model.
Best bet is to get Xabarus' Xmodels first and then use the .bat files to work out what to do with your SCXII files.
05-21-2006, 06:29 AM
Thanks, I imported a bunch of the SCX models and now my DW looks great. Too bad they didn't do an OHP for SCX, I'd have imported that too.
05-29-2006, 02:29 AM
I don't mean to be necrobumping, but...
GIVE IT TIGERSTRIPES! GIVE IT DA TIGASTRIPES!:arrgh!:
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