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Old 05-21-12, 09:27 PM   #16
peabody
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You got it under control, no problem.
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Old 05-21-12, 10:17 PM   #17
iowa101
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There's nothing under control about this paint job oh I wonder sometimes if god don't like me
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Old 05-22-12, 03:12 AM   #18
jhapprich
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the texture-coordinates are wrong.
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Old 05-22-12, 05:36 AM   #19
iowa101
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Surely if the texture appears to be right in S3D then it's OK right?, I did uv map the model again and the texture went all squiffed and deformed. I'm not sure why it appears perfect in S3D but is there a way of sorting it out with out having to re-map it?
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Last edited by iowa101; 05-22-12 at 10:28 AM.
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Old 05-22-12, 02:03 PM   #20
iowa101
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Alright, I have fumbled around for the last 12 hrs trying to sort out my texture issue, Now Jhapprich said that the texture coordinates are wrong and so I been trying to figure why the texture shows perfectly in s3d if the coordinates are wrong, any ideas would be helpful
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Old 05-22-12, 02:07 PM   #21
Karle94
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Is it in-game id does`t show up? Have you tried to have an embedded image in the material node?
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Old 05-22-12, 02:14 PM   #22
iowa101
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What do you mean, Embedded image in the material?? is that in s3d?? and would it be dds or another image format.
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Old 05-22-12, 02:19 PM   #23
Karle94
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Quote:
Originally Posted by yoshida-kun View Post
What do you mean, Embedded image in the material?? is that in s3d?? and would it be dds or another image format.
DDS and TGA or just about any other formats. yes it`s S3D. You have a material node, it`s linked to a texture. You can create an embedded image and import the texture into there. For help, look at any of my ships.
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Old 05-22-12, 03:08 PM   #24
iowa101
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We have success, Texture works and my fish count is up to 38 also, life is grand, just a few minor issues to work out then I'll get started on some Missions for her.

I'll make a list of the minor issues, then if you guys can give a solution that would be great.

1. When I dive the sub takes it's sweet time to do so, then when I ordered it to surface it has a lot of difficulty. How do I solve this?
2. I want to add a Radar mast and position my Periscopes properly so they raise where their meant to in real life. Also they only raise slightly above the conning tower and don't breach the surface at all. How would I fix this?
3. I want to have my subs radar and sonar to match the real life equipment she has as much as possible. What files do I change??
4. I want to add a new torpedo like the ADCAP and also if possible a tomahawk missile/ torpedo.
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Old 05-22-12, 03:15 PM   #25
Karle94
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Quote:
Originally Posted by yoshida-kun View Post
We have success, Texture works and my fish count is up to 38 also, life is grand, just a few minor issues to work out then I'll get started on some Missions for her.

I'll make a list of the minor issues, then if you guys can give a solution that would be great.

1. When I dive the sub takes it's sweet time to do so, then when I ordered it to surface it has a lot of difficulty. How do I solve this?
2. I want to add a Radar mast and position my Periscopes properly so they raise where their meant to in real life. Also they only raise slightly above the conning tower and don't breach the surface at all. How would I fix this?
3. I want to have my subs radar and sonar to match the real life equipment she has as much as possible. What files do I change??
4. I want to add a new torpedo like the ADCAP and also if possible a tomahawk missile/ torpedo.
1. Change the ballast ratings and drag ratings for the planes.
2. Change the positioning of the periscopes/radar mast(s) Usually there`s a file for the conning tower. The 01 and 02 are the ones for the periscopes.
3. Do you mean performance. Making a seperate file for your equipment is good. For that, copy the stock ones and change the 3D models.
4. You`ll have to modify existing ones as it`s impossible to make new ones.
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Old 05-22-12, 03:22 PM   #26
iowa101
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Ok, And what files would I copy, because I have Sensors_sub_US.dat/cam/sim/val and zon files in my mod folder.

Do those count as separate files from the stock ones?
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Old 05-22-12, 03:36 PM   #27
Karle94
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Quote:
Originally Posted by yoshida-kun View Post
Ok, And what files would I copy, because I have Sensors_sub_US.dat/cam/sim/val and zon files in my mod folder.

Do those count as separate files from the stock ones?
Yes. After copying them, rename the ids so there`s no confusion.
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Old 05-22-12, 05:08 PM   #28
iowa101
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How do I rename the id's, and do I copy the files in my mod folder or copy them from the game folder??
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Old 05-22-12, 06:08 PM   #29
Karle94
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Quote:
Originally Posted by yoshida-kun View Post
How do I rename the id's, and do I copy the files in my mod folder or copy them from the game folder??
Right click on a node and press assign new random id.
From the games folder.
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Old 05-25-12, 07:55 AM   #30
iowa101
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*Update

I've been hard at work the last few hours and I am now testing to see if the mod works and find any bugs that might need addressing.
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