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View Full Version : [REQ] I need much smaller flag model


Ducimus
02-21-11, 11:58 PM
I need a much smaller flag model. The reason should be obvious. :O:
(Id fix this myself, but this seems to be a 3d model and mesh animation issue, which is well beyond me)
http://www.ducimus.net/sh415/huge_flag.jpg

Captain von Keldunk
02-22-11, 01:57 AM
Hello:DL
Anvart has sh3 flag mod, small flags also he can rise and lower flags by key
commands. maybe he can make them to work with sh4 also:hmmm:

virtualpender
02-22-11, 11:59 PM
Check with Tater. I seem to recall he had solved this issue as part of his Japanese Merchant Marine work.

Nisgeis
02-23-11, 04:37 PM
How much smaller?

Ducimus
02-23-11, 06:01 PM
How much smaller?

What ever would be porportional to that flag pole you see in that picture that is on most conning towers.

See pictures of USS Gato here:
http://www.navsource.org/archives/08/08212a.htm

This photo in specific:
http://www.navsource.org/archives/08/0821237.jpg

Gerald
02-23-11, 06:05 PM
I need a much smaller flag model. The reason should be obvious. :O:
(Id fix this myself, but this seems to be a 3d model and mesh animation issue, which is well beyond me)
http://www.ducimus.net/sh415/huge_flag.jpg bloody rusty hull, you have here :O:

Ducimus
02-23-11, 06:21 PM
bloody rusty hull, you have here :O:

I was (and am) having problems generating normal maps for fooskins for some reason. If i had to choose between rusty textures or flat textures, ill settle for rusty. :O:

Gerald
02-23-11, 06:26 PM
I was (and am) having problems generating normal maps for fooskins for some reason. If i had to choose between rusty textures or flat textures, ill settle for rusty. :O: What I would do :DL

Madox58
02-24-11, 06:40 PM
I've got a scaled down group of the .obj files if you want them.
They would need renamed and a edit to the .obj file is needed.
It's easy to do, but there are 98 or so to do.
I renamed the first 2 and edited the first .obj as an example of what to do.

I can include exact instructions if you want.

The plug-ins I use with Max don't have provisions for nameing the files as needed.
:nope:

tater
02-25-11, 11:05 AM
I just made the texture map with an alpha channel over the parts I didn't want

Madox58
02-25-11, 11:32 AM
I just edited the mass exporter script for 3D Max.
It now names the exported files to work with S3D.
I tested the output by importing with S3D.
Works great now.

I'll post up the objs ready to import.

http://www.mediafire.com/?lxbv3efyjz729ty

If they are not quite sized right?
Let me know and I'll adjust them.

Ducimus
02-25-11, 03:08 PM
I just edited the mass exporter script for 3D Max.
It now names the exported files to work with S3D.
I tested the output by importing with S3D.
Works great now.

I'll post up the objs ready to import.

http://www.mediafire.com/?lxbv3efyjz729ty

If they are not quite sized right?
Let me know and I'll adjust them.

Thanks privateer. The model in S3D is definatly smaller! I'll let you know how it works out.

Ducimus
02-26-11, 04:09 AM
If they are not quite sized right?
Let me know and I'll adjust them.

I'll let you be the judge.

http://www.ducimus.net/sh415/sub_flag_01.jpg

http://www.ducimus.net/sh415/sub_flag_02.jpg

Hylander_1314
02-26-11, 06:19 AM
Lookin' great! :yeah: :rock:

Now if we could just attach a broom to the scope housing to show a clean sweep, it would make docking a fun thing to do.

Madox58
02-26-11, 09:33 AM
I'll let you be the judge.

http://www.ducimus.net/sh415/sub_flag_01.jpg

http://www.ducimus.net/sh415/sub_flag_02.jpg

I did export the Conning Tower as a reference for size.
:yep:

Do you have any reference photos of the Flag mounted in RL?
The Scripts I have for Max allows a very quick adjustment to the obj files now.
So any re-scaleing is less then a 2 minute job.
:up:

Maybe a bit of Rope added so it actually looks attached?
:hmmm:

Ducimus
02-26-11, 12:33 PM
Do you have any reference photos of the Flag mounted in RL?

I posted this one earlier in the thread. I can try and find more if you need.
http://www.navsource.org/archives/08/0821237.jpg

(edit: Looking at it, it seems the flagpole on the conning tower model is shorter then it was in real life. Editing every conning tower to fix that is out of the question, so id say, just compromise on the size of the flag some how)


The Scripts I have for Max allows a very quick adjustment to the obj files now.
So any re-scaleing is less then a 2 minute job.
:up:

Awesome. Any job that can be done in less then 2 minutes are the best kind! :woot:


Maybe a bit of Rope added so it actually looks attached?
:hmmm:

Thats an idea, but honestly, a flagpole would be more helpful beleive it or not. Ive noticed that the earlier war conning towers ive looked at thus far (gato) are lacking a flagpole entirely. I figure id just import it like any other piece of equipment, attach it via the eqp file like ive been doing, and position the flag node so it matches.

Madox58
02-26-11, 01:51 PM
Flag Staff you can test out.
It covers the stock staff pretty well.
http://www.mediafire.com/?kft3pcbuzr2qi4n

Here's the Staff with the flag embedded and ropes on the flag.
http://www.mediafire.com/?x2md57j0v2ung0i

Ducimus
02-26-11, 07:44 PM
Can't get the 2nd D/L link to work.

Madox58
02-27-11, 11:23 AM
I just D/L-ed twice from the link.
:hmmm:
If it fails again for you, I'll U/L it somewhere else.

Ducimus
02-27-11, 12:05 PM
Ive tried a bunch of times. It says its starting a download, but the file never comes.

Madox58
02-27-11, 12:58 PM
Try this link.

http://www.gamefront.com/files/20048337/Flag_And_Staff_7z

chrysanthos
02-27-11, 01:08 PM
i need help i am desperate about changing the japan flag into american so i can play some quick missions...tell me what to do:( oh god :/ and dont laugh at me did you know that this is the reason i didnt sleep last night....?

Ducimus
02-27-11, 01:56 PM
Try this link.

http://www.gamefront.com/files/20048337/Flag_And_Staff_7z


Got it! Thanks much! It Looks slick.

Madox58
02-28-11, 05:49 PM
So does that last file file the bill for you?
I can make any adjustments you may want.
Just let me know.
:up:

Ducimus
02-28-11, 05:57 PM
Only problem i'm having, is getting the flagpole to appear. Not sure why. This is only an issue with the first conning tower which has no flag pole at all.

I appreciate your help, it looks really slick in game.

Madox58
02-28-11, 06:03 PM
In that dat, I did not attach the flag to the Staff.
So if you call the flag?
No staff and vise versa.
Make the Staff the parent of the flag and adjust the dat as needed.
(I think the Staff stuff is below the flag stuff and may cause problems?)
I did that dat as a quick job cause I didn't want to steal all your involvement!
:salute:
Hell, I only did it cause it was an easy job to help another modder.
:yep:

Ducimus
02-28-11, 06:23 PM
I've gone about this two different ways.

First way:
Attached object seperately on its own via an IO node (same node type all other deck equpiment is using), and calling it through the EQP file. I just wanted it to appear. Texture or not, didn't care. Couldn't get it to appear.

Second way:
Imported flag staff directly into the CT dat file. Positioning it and making it a child of the root node all other items are.

Neither way it appeared.

Flag however, works great. I have it appearing on an IO node, being called upon via eqp file. I've also cloned it and put in Edward Teach's flag as an option. (Jack Rackham flag is way overused)




Hell, I only did it cause it was an easy job to help another modder.
:yep:

Much appreciated. If i didn't get the needed flag, this bit of detail wasn't going to make it in. Now, except for the first conning tower , it is.

Madox58
02-28-11, 06:30 PM
You may want to re-do the ID's.
I did that but maybe that's why it don't appear.
(The MG34 I just released for SH3 did that to me! I forgot to clone ID's)
I'll look at the files again just to check.
But off hand, doing the parent thing and moveing stuff order should solve this.

Hylander_1314
02-28-11, 10:01 PM
If there's trouble attaching it to the early conning tower, how about attaching it to the aft mast? That is, if it's not too much trouble. Just a thought is all.

Ducimus
03-01-11, 03:51 AM
You may want to re-do the ID's.
I did that but maybe that's why it don't appear.
(The MG34 I just released for SH3 did that to me! I forgot to clone ID's)
I'll look at the files again just to check.
But off hand, doing the parent thing and moveing stuff order should solve this.


Yup, that was the problem. Had to remap ALL the ID's. Thanks again.

ReallyDedPoet
03-01-11, 09:23 AM
Are you releasing this as a separate Mod Ducimus or with TMO?
Be nice to have this option in the PTO :yep:

Ducimus
03-01-11, 03:59 PM
Yes

ReallyDedPoet
03-01-11, 05:33 PM
Good to hear :up:

chrysanthos
03-07-11, 05:34 AM
how can i istall the flag?

Ducimus
03-07-11, 04:40 PM
how can i istall the flag?

Using S3D, Place the flag in its own dat file. Name the root node something you can remember like "SubFlag_US" or whatever. Place dat file in data/library directory. Within the dat file, remove embedded image, and edit texture to whatever you want to name it via the resource node, leaving flag texture in the data/texture/TNmormal/Tex directory in DDS format, using DTX5 compression.

Then using S3D, create and position an IO node with an unused number in the conning tower dat. Use the same node and number, across all 3 to 4 towers per boat, for roughly 12 to 14 conning towers total. (Have fun with that! :rotfl2: )

Then append an entry to the bottom of each boats EQP file calling on the flag root node using the IO node you just created.