Log in

View Full Version : Akula model for DW?


Raven434th
04-14-07, 08:28 PM
Is there a better Akula model for DW to install...I don't really care for the default one.Can the one for Subcommand be implemented,or do we have to build a new one from scratch?If it can be incerted, how, and where do we download it from?I couldn't find one,but did find other subs,just no akula,which I thought was strange?:hmm:

LoBlo
04-15-07, 12:02 AM
You know what would be uber sexy? An Akula II with a pumpjet propulsor... :cool: :o . But yes SubCommand models are compatible with DW, for anyone that takes the time to figure out how to import them.

LuftWolf
04-15-07, 03:19 AM
The biggest problem with importing the SCXIIc models is that the sail position is out of alignment with the model, which cannot be corrected in the database, unlike the launchers and mast positions.

There is definately a good chance that the community will provide a new set of Akula models very soon...

Cheers,
David

Raven434th
04-15-07, 10:21 AM
well.I'm alittle confused as too what the problem is with the SC mod models?...can't they simply be repositioned in the 3d programe then reintergrated??...anyways,after searching a bit more after posting lastnight,I had found that one of the dev's was "considering" working on a new akula model and I thought why not give him a jump on it ...which in turn would give him the incentive maybe to build us a new one sooner.So I went ahead and started to build one myself,its far from done ,but I 'm willing to keep at it and send it to him to finish and convert to this game format.OR...unless someone wants to teach me to do it?(Or even do it themselves I'd be happy to share what I've done so far).I'll post a Quick render of it once I finish up a few details this afternoon.

LoBlo
04-15-07, 10:27 AM
XabbaRus has had one in the works as well. He's the only other person on the forums that knows how to convert to DW graphics.

Raven434th
04-15-07, 11:15 AM
Well like I said...if we just build the model and texture it ,then send it to DW's model builder,he might just jump on it as a base point to start from rather than having to build one from scratch...saves alot of time for him.All he has to do is tweak it and convert it to DW.But we'll see.I'm almost ready to post a screeny of it...just a few more things before I do.

LoBlo
04-15-07, 11:22 AM
Before you go through all that trouble, you might want to at least try the SCX Akula out. I've been playing with them for the last 6 months and they work nicely. Granted, that the sail position actually puts me above the deck instead of on the bridge, and the doors and dive planes don't work, but still... I think the quality of the model makes it worth playing. Try it out before you got through all the trouble.

Raven434th
04-15-07, 12:44 PM
Could you point me to where and how this akula is installed?I'd give it a go,not to sure if we want none working models in the game though?wonder why they were't fixed to port into DW??Anyways..heres what I've come up with since last night.Not too sure about the red bottom yet though,and it needs alot more details...still working on it
http://i166.photobucket.com/albums/u116/Raven434th/AkulaScreeny.jpg

XabbaRus
04-15-07, 01:15 PM
Raven what program do you use to map the model or do you map it in max. I use a 3rd party program but am trying in MAX. Just having issues tying it all together.

Raven434th
04-15-07, 01:29 PM
I'm mapping in max but in a (I think) very unconventional way.I'm not unwrapping the model at all.what you see is only mapped via adding a uv map to the model pieces.Usually its unwrapped ,flattened then painted...I'm doing it ass backwards.I make the texture and apply it to the model.Its a stupid way of doing things ,but I simply do not know yet how to unwrap stuff.If I can ,I'm also gonna try to apply my deeppaint to my max 9...see if that will make detailing eaiser.As it is now details are actally models themselves with their own textures ie the hatches,they are not "painted" on the hull ,they are actually individual pieces.However...Anyone that ends up with this model,can then unwrap it and paint away while have an almost finished texture to start in on.this saves alot of work I think for a painter. Also, it seemed to be quite a quick way to get a model done.Hell I only started it last night and I have barely any max skills at all.

LoBlo
04-15-07, 02:08 PM
Could you point me to where and how this akula is installed?I'd give it a go,not to sure if we want none working models in the game though?wonder why they were't fixed to port into DW??

I'll walk you through it.

1. Download the SCX/SCU mod for SubCommand from SubGuru's Website www.subguru.com/downloads (http://www.subguru.com/downloads) (near the bottom).
2. Install the SCX/SCU files to a dummy (not the default) location.
3. After the SCX/SCU files install, the program will try to automatically load the graphics but it won't work, because its in a dummy location (which is good). Just exit out the DOS window to stop the load
4. Now copy the contents of the SCX/SCU /Graphics folder into your DangerousWaters/Graphics folder (don't forget to backup your original just in case).
5. Run the Install_Files program to install the new models
6. Now open DWEdit (which can be found at SubGuru's site about 1/2 the way down, made by Ludger).
7. In the 3D Object dialog you can reference the Akula (or any other model) to your newly installed Akula model. (they are called XAkula.j3d and XAkulaII.j3d iirc).
8. Run the game and see if it works.

That *should* work. If it does you should be able to use the SCX model like shown here. http://www.subsim.com/radioroom/showpost.php?p=183370&postcount=7 .

Btw, ever thought to upgrading the SW model to something with more realistic dimensions? ;) :)

Raven434th
04-15-07, 03:44 PM
Well It didn't work for me.:dead: The model didn't install but I probably screwed up the procedure as its a pretty complicated thing if your not sure what to do.:damn: I backed it up so no harm done........I think?:oops: And no,I haven't thought about the seawolf being upgraded...why?...whats wrong with it?:huh:

LoBlo
04-15-07, 04:10 PM
Well It didn't work for me.:dead: The model didn't install but I probably screwed up the procedure as its a pretty complicated thing if your not sure what to do.:damn: I backed it up so no harm done........I think?:oops: And no,I haven't thought about the seawolf being upgraded...why?...whats wrong with it?:huh:

Were you able to see the new model in the 3D Object dialog box in DWEdit? Also, you just want the content of the "Graphics" folder, not the others. Copying and pasting the other may bug the whole game.

Some players (including me) are put off by the Seawolfs lack of accurate dimensions. It should have a lenght to diamter ratio of around 8.5:1, (105meters x 12.2 meters) but the model ingame has a length to diameter ratio of more like 12:1 (more like a early SSBN). The Aft control surfaces and TA fins are badly shaped/sized and the propulsor diameter isn't quite right.

Raven434th
04-16-07, 12:54 PM
mmmm...no I don't think I saw the NEW model in the dialog box,I had typed it in manual(which I thought you had to do),and once in game I went to the reference area to see if it was there...empty...So I backed out and re-established the back up folders again.So I'm not really sure what I did wrong.I did only use the graphics files like you said.The install programe didn't seem to run properly,so I wasn't surprised that I didn't see a new model,ansd at that point had no idea how to trouble shoot it.

LoBlo
04-16-07, 01:11 PM
Hm... looks sounds like the install_files.bat, didn't work.

Lets try to do it manually.

Copy and paste the following files from the SCX/Graphics folder into your DangerousWaters/Graphics folder. (don't forget to back it up again just in case).
cmpUtil.exe
Aku1A.bmp
Aku1A_d.bmp
Aku1b.bmp
Aku1b_d.bmp
XAkula.j3d
XAkula_d.j3d
XAkulaII.j3d
XAkulaII_d.j3d

Now in your DangerousWaters folder create a AkulaInstall.bat file (just create a AkulaInstall.txt file and rename it .bat)

Right click the .bat you just created and select EDIT. The file will open. In the .bat file copy and paste the following code.

cmputil 3D Aku1A.bmp
cmputil 3D Aku1A_d.bmp
cmputil 3D Aku1b.bmp
cmputil 3D Aku1b_d.bmp
cmputil 3D XAkula.j3d
cmputil 3D XAkula_d.j3d
cmputil 3D XAkulaII.j3d
Cmputil 3d XAkulaII_d.j3d
EXIT


Save and close the file and double click it to run. You should see a DOS prompt running, and when near the end it will close.

Now open up DWEdit and try to reference the new model in the 3D Object Dialog just like before. If it works you should see the new Akula model in the preview window.

Try that to see if it works.:hmm:

Raven434th
04-16-07, 03:45 PM
Well.looks like the installer is running..but I still don't see the model in the preview...I'm betting that I'm not using the editor properly.Can you walk through that process So I can compare what I'm doing to what you do?All I had done was substitute the model names in the slot.Maybe I have to do more?BTW it is the little green projected sqare on the interface(in the editor) we click to get to the 3d area correct?

LoBlo
04-16-07, 04:26 PM
To use the DWEditor to switch the models, open up DWEdit, and select the object.eod file in the DangerousWaters/Database folder. Now open the "3D ObjectDialog" Yes, its the little green projected square. Find the "Akula I Impro SSN", the "Akula II SSN", and the "Akula II v2 SSN" and in the "Model Name Low", "Model Name Med", and "Model Name High" input XAkula.j3d in all 3 slots (or if you want the Gepard, enter XAkulaII.j3d). Click apply and then reselect the Akula to get the updated model to show up. It should appear in the preview. Click Save before you exit the application.

I'm wondering if there's anything that I'm missing and that's why you can't see the model,... though I can't think of anything write off the top of my head.

Raven434th
04-16-07, 05:23 PM
Ah HA...partial success,just missing a prop texture on the akula improved.Still workin on it,but I'm'a get'n thar.

Raven434th
04-16-07, 06:32 PM
OK...I've got it!!And to return the favor,I've discovered why you're on the deck instead of where you should be.Try switching from the akula II to the akula j3d's.this will put everything right where its supposed to be ie XAkula.j3d and XAkula_d.j3d I'll post my bat file text here to save ya some work if ya wanna change it.Don't forget the props.

Rem
Rem
Rem ****** Installing SCX II Graphics ******
Rem ************ Please Wait ****************
Rem
Rem
cmputil 3D Aku1A.bmp
cmputil 3D Aku1A_d.bmp
cmputil 3D Aku1b.bmp
cmputil 3D Aku1b_d.bmp
cmputil 3D XAkula.bmp
cmputil 3D XAkula_d.bmp
cmputil 3D XAkula.j3d
cmputil 3D XAkula_d.j3d
cmputil 3D XAkulaII.j3d
Cmputil 3d XAkulaII_d.j3d
cmputil 3D XAkulaPROP.bmp
cmputil 3D 7BLNATO.bmp
Rem
Rem
Rem ****** ALL FINISHED *******
Rem
Rem ******** GOODBYE **********
EXIT


Thanks for the help...SALUTE

Gorshkov
04-20-07, 10:51 AM
Well, the "XAkula.j3d" model looks very cool and also works well in all aspects! Unfortunately Gepard's "XAkulaII.j3d" model has some drawbacks: its propeller shaft doesn't rotate, first person's external surface views are completely bad. Maybe somebody know how to correct these defects but because they only affect one Akula-class sub it isn't so important in my opinion.

Yet everyone can stay at great "XAkula.j3d" model!

I completely don't know why Sonanalysts introduced such ugly Akula model in the stock DW. This is one of the major graphic mistakes if not pure stupidity in this game!

goldorak
04-20-07, 12:23 PM
@Raven424th :
if I understand correctly you have designed an akula II model with the correct placement of the sail, working torpedo doors ?
If thats the case, would you be willing to make the model available to Luftwolf so that he can include it in the next version of his mod ?

XabbaRus
04-20-07, 02:32 PM
Youhave to setup the props and stuff in the editor for them to work.

Gorshkov
04-20-07, 03:39 PM
Youhave to setup the props and stuff in the editor for them to work.

How am I do it precisely??? :damn:

LuftWolf
04-23-07, 03:17 AM
Youhave to setup the props and stuff in the editor for them to work.

How am I do it precisely??? :damn:

Bitching is a lot easier than modding huh? :cool:

ooo burn... :lol:

(we've been having a back in forth over in the mod forum that's lasted like three weeks... )

Well, the things you have to setup are the masts, launcher tubes, and the props... once you import the 3-d model into the graphics archive and point the database towards it.

Basically, to get the file into the archive you use cmputil, which someone else can tell you how to do because I'm not sure myself, although it's pretty simple... :88)

To set up the database, you have to use DWedit, which is mostly self-explanatory... although to make your life a lot easier, you'd want to have the SCXIIc database and SCedit to get all the proper positions for everything...

I'm haven't done this particular thing myself, so I'm sure one of the intrepid folks who have imported the SCX model can lay out the exact steps and parameters.

Some who knows what they are doing can do it in about 5 minutes of furious clicking... although the first time you do it can take a bit longer even if you are familiar with DWedit.

Cheers,
David

Raven434th
04-24-07, 12:27 PM
Arrrgggghhhh...:damn: I lost the akula file when a cut and paste went sour.Ah well,it was a learning experience.:roll: