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-   -   about akula mod in dw (https://www.subsim.com/radioroom/showthread.php?t=87722)

GEPARD 12-26-05 08:57 PM

i expect it very much

Sea Demon 12-27-05 08:27 PM

It will certainly be nice to get these models in DW. I'm kind of wondering if there will be newer models that were not even included in SCX. For example, PLAN needs an update with the addition of 051C, 052B, and Yuan SSK.

Sea Demon

Kapitan 12-28-05 03:49 AM

NOTE: only gepard is red on her underside in the akula family the only other ones that have a red belly are a few deltas and even an oscar at one time :o

Deathblow 12-28-05 08:17 PM

That ingame model looks absolutely great :yep:

Hope that the team is considering releasing the models to us eagerly awaiting fans as they are completed one at a time, instead of making us wait for all of them to be completed at once.

TLAM Strike 12-28-05 08:30 PM

Quote:

Originally Posted by Ramius
Yes, this is the Mcarm special edition Akula :rock: :rock:

It is possible to move this from SC to DW.


There is a big problem with doing this though !!!!

Because you are changing a playable model, the masts, towed array and weapons will not appear in the correct places.
Also, if you want to goto the bridge view to fire off a SAM, then you will not be able to see anything apart from the inside of the fin :(

The only way i know to fix this would involve changes to a .dll file - and im not prepared to even try to change them, or give advice on how to :nope: :nope: .

There is a (possible) solution to this. The masts and wires can of course be changed with DWEdit. The SAM position can be made to look somewhat correct by building two sails on the sub- one inside the other. The external view sail (the one that causes the bridge view problem) has absolutely no faces on the inside so when viewing from inside there you will see the world like the sail is not there, you then build a near copy of the default DW sail that will function as eye candy to make the bridge view look correct. Understand what I'm saying? I can slap together an example if you need to see what I mean visualy.

I have no clue how to change the weapon launch areas with out editing the .dlls but thats minor compaired to the sail view problem. Some noobs would no doubt complan, but would anyone really care if the torpedo comes out of thin air if it ment getting a realistic looking Akula model?

Ramius 12-28-05 08:38 PM

I understand what your saying TLAM, well i think i do LOL

Not too sure about the no faces part though - i know nothing about 3d stuff :(

The only problem i can see from this is that it would be a pain to map and pain two fin tops (one for normal external view and the other for fin top view).

Regarding an example - do you mean a 3d example ? if so - sure send me it and i'll see what happens.


The launch points for weapons can also be changed via DWEdit - its just a case of getting the x,y,z co-ordinates right for each tube on each model :(

TLAM Strike 12-28-05 08:52 PM

Quote:

Originally Posted by Ramius
I understand what your saying TLAM, well i think i do LOL

Not too sure about the no faces part though - i know nothing about 3d stuff :(

:P Good time to learn!

I guess what I said might be helpful to modelers like Xabba. :)

Quote:

The only problem i can see from this is that it would be a pain to map and pain two fin tops (one for normal external view and the other for fin top view).
Oh there is a simple solution for this, Lithunwrap can be used to create a seprate map for the 2nd sail, also you will see nothing but the top so there is very little maping is needed.

Quote:

Regarding an example - do you mean a 3d example ? if so - sure send me it and i'll see what happens.
I was just going to post a render of one of my models modfied to show how to set it up. I've havn't modeled any of the playables (or finished modeling in the case of the Kilo Improved with pumpjet) so the model wouldn't be that helpful.

Quote:

The launch points for weapons can also be changed via DWEdit - its just a case of getting the x,y,z co-ordinates right for each tube on each model :(
Oh. Well its time consuming but can be done. :lol:

XabbaRus 12-31-05 11:18 AM

About having no faces on the inside.

Ever put the camera position so you are infront of the model, then deselected the unit so that no vessel is selected and the model swims through your camera?

You'll go inside the model and see the paintjob from the inside out so the two sail thing wouldn't work.

Somehow in DW the inside faces get the paintjob too...

Deathblow 12-31-05 11:33 AM

Still can't wait to be able to drive such a great looking model :yep: :|\ .

Question: What are those small appendages on the ventral hull aft of the sail? Countermeasure despensers?

Pirate 12-31-05 11:35 AM

As there is no easy way of changing the bridge position, then the only way is to make the models so the bridge position get into the correct place.

Maybe take measurements to the stock models and make the new ones within same measurements.

Just an idea...

GEPARD 01-02-06 06:19 AM

bridge position is actually a big question, if we will take created mod to DW, maybe the radar, periscope position will be changed!
i wanna know a way that can change them position?

AKA44 01-04-06 09:40 AM

Don't know if u're interested, but found this http://www.heiszwolf.com/subs/plans/plans.html with drawings ;)
http://img283.imageshack.us/img283/9...kula7tk.th.jpg

XabbaRus 01-04-06 12:44 PM

Well here is a screeny of my partly painted with doors akula.

http://img276.imageshack.us/img276/5899/akula8yj.jpg

Thing is the doors pivots haven't been sorted so they spin in the wrong direction. Apart from that all it needs is a paint job.

LuftWolf 01-04-06 01:14 PM

It looks like their cloaking device is malfunctioning. :lol: :-j

TLAM Strike 01-04-06 01:55 PM

Quote:

Originally Posted by LuftWolf
It looks like their cloaking device is malfunctioning. :lol: :-j

“Damage control is easy, reading Klingon that hard…” ;)


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