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Old 01-31-2012, 04:38 PM   #1
MR. Wood
Electrician's Mate
 
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 139
Downloads: 68
Uploads: 5
Default Adding more units

Is there any way to add more units to the db like fleet command nwp models and db only for new units not saying make all playable but just having more targets.
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Last edited by MR. Wood; 01-31-2012 at 04:55 PM.
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Old 01-31-2012, 05:56 PM   #2
Molon Labe
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Join Date: Jun 2004
Location: Along the Watchtower
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Yep. I was spending most of my free time doing that last year.=)

The overview of the process is this:

With Cmputil, compress the model into 3d.grp.

With DWEdit, create a new object from the object page; it will fill in the stats from whatever object you had open at the time, so it helps to have a similar platform already on-screen. Set the dimensions, doctrine, signature, etc. as desired.

Set the appropriate sensors. You may have to add new ones.

Then go to the models page and set the model to the one you added. Set the screws/radars/etc. to rotate.

Then go to the launchers page to add the launchers for all the ship's weapons. You may need to add a new weapon, if so, you'll need to create a separate object for it (same process as this one). Position, arm, and animate the launchers.

Next is the helipad. Set the positions for the "path" aircraft take from the air to the hangar.

Then go to classes and crate a class for this object (make sure the # assigned is at the end of the list, adding classes in the middle of the pack can cause compatibility problems). You may need to create a new country to do the class, if that country is not already in the DB. Then go back to the objects page and double click the field in the upper right to start adding individual ships (names, hull numbers).

Then aircraft loadout. You may need to add an aircraft--if so, this is again a separate object.

Oh, and if necessary, create and assign a sonar profile.

I think that's everything. (well, except for testing it to make sure it's behaving as you want it to in-game).
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Old 01-31-2012, 06:17 PM   #3
MR. Wood
Electrician's Mate
 
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 139
Downloads: 68
Uploads: 5
Default

Makes you kinda wish for an easy button lol thank you this is going to take awhile
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Old 01-31-2012, 11:23 PM   #4
Darkhunter
Watch
 
Join Date: Jul 2006
Posts: 29
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Quote:
Originally Posted by Molon Labe View Post
Yep. I was spending most of my free time doing that last year.=)

The overview of the process is this:

With Cmputil, compress the model into 3d.grp.

With DWEdit, create a new object from the object page; it will fill in the stats from whatever object you had open at the time, so it helps to have a similar platform already on-screen. Set the dimensions, doctrine, signature, etc. as desired.

Set the appropriate sensors. You may have to add new ones.

Then go to the models page and set the model to the one you added. Set the screws/radars/etc. to rotate.

Then go to the launchers page to add the launchers for all the ship's weapons. You may need to add a new weapon, if so, you'll need to create a separate object for it (same process as this one). Position, arm, and animate the launchers.

Next is the helipad. Set the positions for the "path" aircraft take from the air to the hangar.

Then go to classes and crate a class for this object (make sure the # assigned is at the end of the list, adding classes in the middle of the pack can cause compatibility problems). You may need to create a new country to do the class, if that country is not already in the DB. Then go back to the objects page and double click the field in the upper right to start adding individual ships (names, hull numbers).

Then aircraft loadout. You may need to add an aircraft--if so, this is again a separate object.

Oh, and if necessary, create and assign a sonar profile.

I think that's everything. (well, except for testing it to make sure it's behaving as you want it to in-game).
I was actually going to ask you about this recently. Thank you!
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