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-   Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)
-   -   Akula model for DW? (https://www.subsim.com/radioroom/showthread.php?t=111913)

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

Quote:

Originally Posted by XabbaRus
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

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by XabbaRus
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:


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