View Full Version : Pack 3D and Interior Models
Captain America
02-22-06, 12:19 PM
I want to correct some of the errors in the various uboat interior models...maybe even add to them one day.
Is pack 3d able to export the models from the interior .dat files? I've tried it but no luck, it seems to only work on exterior models. I'm wondering if its a problem on my side or not...if not will this capability ever be implemented?
-CA
Hi CA.
Link:http://24flotilla.gamab.net/pack3d/Pack3D.jar
How extract wanted (14.10.2005) version look my post:
http://www.subsim.com/phpBB/viewtopic.php?t=43777&start=200
Link:http://rapidshare.de/files/13718625/P3dAllVersion.rar.html
Extract wanted version 22.10.2005.
Both versions work with interior.dat.
ps: Before opening any.dat reload Pack3d.jar!
Anvart :up:
Captain America
02-24-06, 08:14 PM
Hi Anvart,
Thank you so much for your reply. I followed your instructions and it works. :up: :up:
Unfortunately, it can not open up the .dat file for the type II which is the one that really needs the fixing ( NSS_Uboat2_CR.dat). It opens up all the other ones without a problem.
:hmm: I think it has a problem because that file is the only one that has the Command Room (CR) and Radio Room (RR) combined in the same .dat file.
Are you able to extract from that file?
Thanks again for your help.
-CA
Hunterbear
02-24-06, 11:15 PM
Hi Captain America,
I'm trying to find a way to open that file to help out, but like you, no luck, just a blank box.
I'm just throwing out an idea, but is it because the NSS_Uboat2_CR.dat file is almost 50Meg and maybe there is a processing limit for Pack3D to handle (if so, could the author of Pack3D do something about it, I'm not sure since I'm no programmer). It seems that .dat file is the largest by far compared to most .dat files in SH3.
I do love that tool to check out all the objects in SH3, really fun.
Hope your able to eventually prevail!
:arrgh!:
Captain America
02-25-06, 02:19 PM
Hi Captain America,
I'm trying to find a way to open that file to help out, but like you, no luck, just a blank box.
I'm just throwing out an idea, but is it because the NSS_Uboat2_CR.dat file is almost 50Meg and maybe there is a processing limit for Pack3D to handle (if so, could the author of Pack3D do something about it, I'm not sure since I'm no programmer). It seems that .dat file is the largest by far compared to most .dat files in SH3.
Good point. I think I remember reading that the program was timed for up to 40 seconds when extracting. I am not a programer either but maybe that could be it.
If you make any progress let me know...I'll do the same.
-CA
Church SUBSIM
02-25-06, 03:20 PM
Impossible I am sure but thought I would ask those of you that know a hell of a lot more than I about this....
Would it ever be possible to make the VII's and XI's share the Sonar/Rario Rooms and the Command rooms (like in the IIA/D).
Would it be possible to that the 2 files and merge them so in the end that circular hatch between them would be open?
One can dream ....
Impossible I am sure but thought I would ask those of you that know a hell of a lot more than I about this....
Would it ever be possible to make the VII's and XI's share the Sonar/Rario Rooms and the Command rooms (like in the IIA/D).
Would it be possible to that the 2 files and merge them so in the end that circular hatch between them would be open?
One can dream ....
If you use the Shift+F2 for internal free camera, you can move between the two rooms with ease, there's only a bit of dark space between them. Which tells me that there is a possibility that you could take away the dark space and make a hole where the hatches are :hmm:
Hi CA.
Sorry, size of NSS_Uboat2_CR.dat ~49MB. It's problem.
Pack3D.jar & Datconvert.exe don't work with it.
Anvart
:rock:
The Noob
02-26-06, 02:44 PM
Yeah please make that GODDAMN hatch to the sound room open!
I hate this Kruzitürken hatch!And i hate that Kruzitürken a$$hole who made the hatch closed!:nope:
(Sry but i am so angery!)
Tikigod
02-26-06, 03:13 PM
can you add rooms? like forward and aft torpedo rooms? the hatches for the rear command room and sonar room both have arrows on mouse rollover....is that something that can be called to to jump to a further room if it is created? or is that disabled in the compiled executable?
VON_CAPO
02-26-06, 09:26 PM
can you add rooms? like forward and aft torpedo rooms? the hatches for the rear command room and sonar room both have arrows on mouse rollover....is that something that can be called to to jump to a further room if it is created? or is that disabled in the compiled executable?
If this community follows this path.... I am totally sure: we will launch our version of SH IV, but free. :yep: :yep: :yep:
Yeap, this is the power of the people. :sunny:
Kpt. Lehmann
02-26-06, 09:39 PM
can you add rooms? like forward and aft torpedo rooms? the hatches for the rear command room and sonar room both have arrows on mouse rollover....is that something that can be called to to jump to a further room if it is created? or is that disabled in the compiled executable?
If this community follows this path.... I am totally sure: we will launch our version of SH IV, but free. :yep: :yep: :yep:
Yeap, this is the power of the people. :sunny:
...and all the people said, "Amen!" :yep:
wojciech kucharski
02-26-06, 09:56 PM
can you add rooms? like forward and aft torpedo rooms? the hatches for the rear command room and sonar room both have arrows on mouse rollover....is that something that can be called to to jump to a further room if it is created? or is that disabled in the compiled executable?
If this community follows this path.... I am totally sure: we will launch our version of SH IV, but free. :yep: :yep: :yep:
Yeap, this is the power of the people. :sunny:
...and all the people said, "Amen!" :yep:
And said "God save C.A.. :up: exelent work! :D
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