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Old 04-24-12, 04:32 PM   #91
yubba
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I had seen that in the first stages of the pt 109 mod they didn't have a 40 on the bow or those butt ugly 20 tubs, @nikimcbee did you see if torps worked ????
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Old 04-24-12, 04:35 PM   #92
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I had seen that in the first stages of the pt 109 mod they didn't have a 40 on the bow or those butt ugly 20 tubs, @nikimcbee did you see if torps worked ????
Yes, they worked, but they launch from the from of the boat (like it does on the subs). They didn't actually launch from the tube itself.
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Old 04-24-12, 05:18 PM   #93
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well, I'm not that good, I said I got them to work, if You are at uzo you wouldn't see them go any way, have to use your im mage in nation, but hopefully someone will come along and fix that. This is what I'm looking for.
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Old 04-24-12, 05:20 PM   #94
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well I'm not that good, I said I got them to work, if You are at uzo you wouldn't see them go any way,

Nice, now all he needs is a navy blue or grey life jacket and a helmet.Ducimus put helmets on the AA crews in TMO.
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Old 04-24-12, 05:30 PM   #95
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I can't take any credit on that, that's someone elses work, I just tweeked files so the torps would work. I think I ran this with tmo over it, it wasn't pretty.
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Old 04-24-12, 07:52 PM   #96
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It'll be cool if we can get the twin 50s in there with the gun tub. Any good 50 cal gun sounds out there?
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Old 04-24-12, 08:12 PM   #97
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the ai pts looks correct I tried to swap files to make it playable but this is beyond me.
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Old 04-25-12, 12:49 PM   #98
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The exhaust is pretty much done and am starting the struts and rudders next.

Also, I played a bit with Yubba's files.
(You only need to enable the .upc file by the way)

I also moved the position of the torps when they appear, to get a grasp of what needs done for a roll-off torp.

What I was thinking will work as to that part. There's another part that I'll need to test to see if it works.
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Old 04-25-12, 04:49 PM   #99
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Quote:
Originally Posted by privateer View Post
The exhaust is pretty much done and am starting the struts and rudders next.

Also, I played a bit with Yubba's files.
(You only need to enable the .upc file by the way)
.
It's been so long since I worked on that I forgot what I did, so enable-ing .ucp file, what does that do, how do you do that, and is there a way to swap weapons around, and get rid of those butt ugly 20 tubs ????? I'm messing around with the Fletcher DD Mod found in here it needs some work like sound and torps what ever we are doing with the pt should cross over to fletch.
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Old 04-26-12, 04:46 AM   #100
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Detail question.............

The trim around the Hull at the deck line doesn't look like the plans I have.
Can you get any better pictures or information on this area?

Here's what I have..............



And a cut-off from the other plans you sent me..........


Last edited by Madox58; 04-26-12 at 05:06 AM.
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Old 04-27-12, 01:15 PM   #101
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This is how I remember it.





You can kinda see the lip there.
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Old 04-27-12, 02:10 PM   #102
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Quote:
Originally Posted by nikimcbee View Post
Yes, they worked, but they launch from the from of the boat (like it does on the subs). They didn't actually launch from the tube itself.
I'm sure Privateer knows, you need to move the animation, not just the tube.
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Old 04-27-12, 02:21 PM   #103
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Yep, I know what needs done.

I'll adjust things once I get the new Boat built to a stage where it's ready to import.

The 3D work is my main focus right now though.
The basic hull is finished except for the keel detail,
Rudders and exhaust are finished,
struts are nearly done,
and now I can finish the trim around the sheer/deck area.

Since this is a player Unit?
I've kept the faces count near what a player Sub has so it looks VERY nice and detailed.
I've also set the scale of everything to a standard so any future 3D work would be easy to keep scaled.
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Old 04-27-12, 02:32 PM   #104
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Quote:
Originally Posted by nikimcbee View Post

How hard would it be to mod the deck crew? Have them wearing shorts, lifevest, and helmet?

If we're able create unique soundfiles only attacked to the pt-boat model that could coexist with the sub sound files, That would be totally cool.
For the soundfile, start in the library/gun you are using, open the sim file and wpn_cannon. There is a Fire/effect. That is in the particles.dat file and is linked to a sound in the Particles.dsd. You should be able to clone an existing 'effect' or create a new one and link to a sound you want to use (new or existing) in the sound folder. That should keep it unique to your guns.

On the helmet issue, I have not done it but I have looked at the files before. If you look in Library/characters/Marine.dat. Open the Marine node and look for sapca_ca01, 02 etc. If you move the node, you will see that is the helmet.
Now if you look at Ducimus' sub.upc file at the gun crew you will see he 'adds' the sapca_ca#head and deletes the other 'hats'. I do NOT know if that is all there is to it, but it may be a starting point for you.

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Old 04-27-12, 02:43 PM   #105
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Here's a sample of the wireframe at this point.
It's the rudder roughly placed to help explain the scaleing I used.


Each of the lines on the hull bottom width equals 6 inches.
If you compared that to the rudder?
You'd find the rudder is 36 15/16" tall.
That matches the plans I work from.


Once the model is ready to start importing, I'll remove the 6" lines as a 1' line matches the Buttocks measurements from those plans and it will still be a very smooth in-Game model.
Plus it will reduce the faces count to allow better useage else where.
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