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Old 02-08-17, 03:52 PM   #31
Fubar2Niner
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Default Two questions

@Kendras

Very nice mate, just two things;

1) No longer have camo

2) The stair case at the stern is lowered, this would not be the case at sea. Would it be possible to raise it?

Best regards.

Fubar2Niner
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Old 02-08-17, 04:04 PM   #32
Kendras
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Quote:
Originally Posted by Fubar2Niner View Post
@Kendras

Very nice mate, just two things;

1) No longer have camo

2) The stair case at the stern is lowered, this would not be the case at sea. Would it be possible to raise it?

Best regards.

Fubar2Niner
1) Yes

2) I will try this !
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Old 02-08-17, 04:11 PM   #33
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Many thanks for your efforts

Fubar
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Old 02-08-17, 05:03 PM   #34
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Any 3D Unit models exported from SH5 do not need to be adjusted for SH3/4 as far as where to place them.
Everything would be 0,0,0 for the X,Y,Z.

That's the short version.


Do you really want the long version as to why?
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Old 02-08-17, 08:41 PM   #35
gap
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Quote:
Originally Posted by Jeff-Groves View Post
Any 3D Unit models exported from SH5 do not need to be adjusted for SH3/4 as far as where to place them.
Everything would be 0,0,0 for the X,Y,Z.

That's the short version.


Do you really want the long version as to why?
Well, I think that moving objects around through their 3D coordinates or via node/bone translation offsets doesn't make much difference. One might object that their center of mass is going to be affected, but I think the game calculates it automatically based on object's geometry, as if it had an omogeneous density.
There is an important exception though: in SH5 as in SHIII, sub-objects which need to be animated such as dive planes, rudders, and aircraft control surfaces which are pivotting around an axis, need their axis of rotation to coincide with the appropriate axis in the 3D space, and they are placed in their correct position relative to the unit they are part of, trough node/bone offsets.
I don't remember if TDW's GR2 Editor adds bone offsets to mesh coordinates during the export process, but if it does, this feature should be done optional for the reason I said above
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Old 02-09-17, 06:08 AM   #36
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Originally Posted by Kendras View Post
...Link updated !...
Since the IDs still haven't been changed your Rodney causes CTD again.
Many IDs are identic to the stock game Nelson's IDs.

I really don't know what you're doin'...
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Old 02-09-17, 06:21 AM   #37
Kendras
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Originally Posted by SquareSteelBar View Post
Since the IDs still haven't been changed your Rodney causes CTD again.
Many IDs are identic to the stock game Nelson's IDs.

I really don't know what you're doin'...
Well, I saw that many ID of the SH5 Nelson/Rodney were identical to the GWX Rodney, so I supposed that ALL ID in this SH5 unit were identical to GWX Rodney. But now you tested, and it seems that this SH5 unit has ID from both SH3 Nelson and Rodney. All ID will have to be checked one by one ... Will take time ! Sorry. Maybe you can help and remap ID of both SH5 Nelson and Rodney ?
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Old 02-09-17, 06:43 AM   #38
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Originally Posted by Kendras View Post
...Maybe you can help and remap ID of both SH5 Nelson and Rodney ?
The GWX Nelson IDs already have been changed by GWX team, so it's not needed to change them again.

I'll do it for your Rodney in post #1.
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Old 02-09-17, 07:33 AM   #39
Kendras
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A stupid question (just to be sure) :

Did you try the SH5 Rodney after having disabled the SH5 Nelson ?
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Old 02-09-17, 07:42 AM   #40
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SH5 Nelson? Where to find it?
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Old 02-09-17, 08:05 AM   #41
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Here you are:

HMS Rodney converted from SH5 [IDs remapped]
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Old 02-09-17, 08:14 AM   #42
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Originally Posted by SquareSteelBar View Post

When I try to download this I just get a ton of pop ups!

Fubar2Niner

EDIT: NM works now
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Old 02-09-17, 01:19 PM   #43
Kendras
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Originally Posted by SquareSteelBar View Post
SH5 Nelson? Where to find it?
I mean the first version of this mod, of course.

I personnally tested, and I see no incompatibility between the Nelson from GWX, and the Rodney from SH5 :



So, only the SH5 Nelson has to be remapped.

Best !
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Old 02-09-17, 01:25 PM   #44
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1 minute remapping with dear old Pack3d and all works :-)

Best regards,
Vd
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Old 02-09-17, 01:28 PM   #45
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Quote:
Originally Posted by Kendras View Post
...I see no incompatibility between the Nelson from GWX, and the Rodney from SH5...
The incompatiblity was/is between stock Nelson [unmodded SH3 v1.4] and your unremapped/uncloned Rodney <-- [DL from post #1]
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1 minute remapping with dear old Pack3d and all works...
That's exactly what I did.

Last edited by SquareSteelBar; 02-10-17 at 04:41 AM.
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