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Old 07-06-09, 10:05 AM   #5
Fleet Command CC
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Join Date: Sep 2008
Location: UK
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Quote:
Originally Posted by Blacklight View Post
Thank you !! I've copied and pasted the whole post translated (badly.. but readable).

It now reads like "All your base are belong to us"
No probs.

Here is the Google translation,

Here is Chapter 1: Credit must go to CrazyIvan for doing these tutorials.

Quote:
Work with the editor of the Database
================ Chapter 1. IMPLEMENTATION OF 3D MODELS IN ARCHIVE GAME ==================

In this section, I want to tell how to add new models in the DW, using the database editor «DWEdit» by Ludger Stura. And also how to make them manageable (if possible), but this would take, other more sophisticated tools.


There is another editor of JSteed, he was placed on the base MSAccess, his only advantage is that with the data of the database, it is possible to work in rows, DWEdit also works with the data in the form - ie, data from only one unit are displayed and available for editing.
All the same, DWEdit more convenient for our purposes, so the new fleet, we will build with it.

It is clear that once we have a database, then it must consist of some sections.
There are categories:
Countries
classes,
units (entity),
sensors,
mast,
sound profiles and screws,
launchers,
runways,
location of aircraft on ships,
types of engines,
3-D objects.

Creating a new unit must always start with the introduction of 3D models. All models in the DW 3D.grp placed in the file which is located in the folder Graphics. The format models in the game, it j3d - something related to the language of Java, more or less compact format, for the three-dimensional objects, the truth is not with high image quality (What is it and we have).
To use the utility package CmpUtil.exe, running through a shell, the utility should always be placed in the same directory as the file recipient - in this case 3D.grp - ie in the folder Graphics, put it that way.

[Note: The processing of 3D models can be done in 3D Max, using a special plug-ins for the transportation model in the editor and the reverse conversion in j3d format. For those who do not know - is changed SCX-IIC Subkommand for the game, there is a mass of new amateur models, so that the model will borrow from there]
The model is directly from the 3D frame - ie the file j3d, and textures in the format bmp.
It may be that the name of the texture will be different from the name of the boat frame, this is not the problem, setting the model as will be explained below, using the database editor, go there in the menu and selecting the 3D object model is re-established, if the texture would not be detected, a message will be -- Such a structure is not detected, ie, now you know the name of the texture. It remains only to find it, copy the directory Graphics and indicate bat file (see below)
================================================== ===================
I will install DW Soviet model diesel missile submarine project 651 (Juliet, and she really is beautiful, damn it!)

Before the case is determined by what weapons it will carry:
The missiles SS-N-12 SANDBOX (Launch, standing at the last modif. Boats to 70 gg.)
Torpedoes SET-65E, SAET-40.
SET-65 Torpedo and missile SS-N-12 is already in the DW, so their 3-D models do not have to implement.
We need to establish a model of the boats and torpedoes SAET-40.

In a text editor create a file and put in its data for the package:
cmputil 3D Jul1.bmp - [cmputil (prog packer) 3D (The file recipient) Jul1.bmp (packed file)]
cmputil 3D Jul1_d.bmp
cmputil 3D Jul2.bmp
cmputil 3D JuPROP.bmp
cmputil 3D XJuliett.j3d
cmputil 3D XJuliett_d.j3d
cmputil 3D xSAET40.bmp
cmputil 3D XSAET40.j3d
Now save the file in the directory Graphics c extension BAT.
Choose aforesaid J3D and BMP files, where you are and copy them into the folder Graphics.
After that, we run a BAT file in the same folder (do not forget about utility CmpUtil.exe! It should also be ibid., otherwise nothing zapakuetsya)
Once our model are 3D.grp file, proceed to the initialization of the database.
Starting the editor DWEdit, and go to the menu 3D object.
Choose any boat in the left window a list of objects.
I Choose Foxtrot - click on it twice (She like the Juliet 2 screws)
Click the button "New Object", to jump out the tab, enter the new name Juliett SSG, click 'OK'.

Then in the windows of "Model Name Low", "Model Name Med", "Model Name High" frame, enter the name of Juliet - Xjuliett.j3d.
In the "Broken Name1" put XJuliett_d.j3d - this kind of frame-damaged boats.
In the 'Water Line Radius' set figure 3.9
All. The model is initialized. Yes, this is still - after the change in each window, click the button 'Apply' (attached).
On the torpedo SAET-40 similar actions - also, choose any torpedo, creating SAET-40 and prescribes the names of its components in the same window.
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Last edited by Fleet Command CC; 07-06-09 at 10:24 AM.
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