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shipname_ShipWake = shipwake shipname_siajF = bow right splash shipname_siajF2 = bow left splash shipname_siajB = stern splash (splashing water above propeller) ... _siajF01 = Submarine bow splash (right) ... _siajF01_02 = Submarine bow splash (left) ... _siajF02 = Submarine bow splash ... _siajF02_b = Submarine bow splash ... _siajB = Submarine stern splash ... _siajC = Submarine CT splash ... _siajC_b = Submarine CT splash aud_engine_shipname = Sound of engine aud_engine_diesel_ ... = Submarine diesel engine sound aud_engine_electric_ ... = Submarine electric engine sound aud_fore_ ... = Sound of bow wave aud_propeller_ ... = Sound of propellers aud_sink_B_ ... = Sinking back sound aud_sink_F_ ... = Sinking forward sound cfg#E01_ ... = Sub Emblema 1 ! cfg#E02_ ... = Sub Emblema 2 ! cfg#A01_ ... = A-A Armament ! cfg#A02_ ... = A-A Armament ! cfg#ALB_ ... = Alberich anti sonar coating ! cfg#B01_ ... = Bomb Armament cfg#BLD_ ... = Submarine Bold Decoy Launch ! cfg#C01_ ... = Radar RWR ! cfg#D01_ ... = RadioDF cfg#FLG_ ... = Flag ! cfg#FLGC ... = Flag civil. ! cfg#FLS_ ... = Flag (small) ! cfg#FLSC_ ... = Flag (small) civil. ! cfg#TXR_ ... = External texture ! cfg#H01_ ... = Hydrophone 1 ! cfg#H02_ ... = Hydrophone 2 ! cfg#SNK_ ... = Snorkel ! cfg#K01_ ... = Cargo cfg#L01_ ... = Search Light cfg#M01_ ... = Main Armament ! cfg#N01_ ... = Sonar ! cfg#O01_ ... = AI_Visual (Lookout on conning tower) cfg#O02_ ... = Periscope/Attack cfg#O03_ ... = Periscope/Observ cfg#R01_ ... = Radar ! cfg#S01_ ... = Secondary Armament ! cfg#S02_ ... = Secondary Armament ! cfg#S03_ ... = Secondary Armament ! cfg#T01_ ... = Torpedo Armament cfg#TAR_ ... = Tarnmatte anti radar coating ! cfg#W01_ ... = ASW Armament (KGun, YGun, Hhog, DCRack) cfg#Z01_ ... = Submarine Turm ************************************************ Added: Quote:
For this unpack (for example) Pack3D_1.04.1105.jar use winrar, 7z, winzip and so on... Then open unpacked file Trozo4node.java and find expression: public void setYz (float yx) { this.yz = yz; } and change red as green: public void setYz (float yz) { this.yz = yz; } ... then recompile edited Trozo4node.java and pack it and new Trozo4node.class into Pack3D_1.04.1105.jar. ... Download fixed: http://www.mediafire.com/?g8mxdz67u3nxa7y |
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http://img132.imageshack.us/img132/7...ort2objaa3.jpg |
:up: :up: Thank you very much, Anvart.
Very useful infor.:up: :up: Do you know where I can find a full tutorial about this? :ping: |
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:rotfl: :rotfl: CapZap |
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Очень хороший пост Anvart!
You may want to copy Anvart's information posted above. If you copy and keep enuff posts like these? You have a manual! I guess I should take alot of the posts I've copied and bundle them up. That would be a sorta manual that could be uploaded. |
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I many times wrote these lines on this forum ... But it is old note, about two-year-old ... |
Yes,
I do believe I have this info from when I first came around. If I don't have a copy, I know I DID have it for awhile! Dig through all the past posts? There is a manual buried here at SubSim!! But it's like a hidden treasure. ;) |
Thanks for ur all advice!
Do search before ask next time:up: :up: |
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If the 'Output Material Library File' option is enabled then a material definition file (.mtl) will be output along with the geometry file. This file lists attributes of various materials. The mapping from the converter's internal parameters to the .mtl parameters are described as follows: Ns = Phong specular component. Ranges from 0 to 200. Kd = Diffuse color weighted by the diffuse coefficient. Ka = Ambient color weighted by the ambient coefficient. Ks = Specular color weighted by the specular coefficient. d = Dissolve factor (pseudo-transparency). This is set to the internal face transparency value. illum 2 = Diffuse and specular shading model. map_Kd = Diffuse color texture map. map_Ks = Specular color texture map. map_Ka = Ambient color texture map. map_Bump = Bump texture map. map_d = Opacity texture map. ... and ...: http://img229.imageshack.us/img229/1...iov094bws8.jpg It's WaveFront Obj import/export plugin (freeware) for 3D Studio Max by guruware ... Link: http://www.guruware.at/main/objio/index.html ... and ...: http://img229.imageshack.us/img229/8...lytransul3.jpg It's PolyTrans import/export plugin (WaveFront Obj too ...) for 3D Studio Max ... ... and no bad site: http://www.maxplugins.de/index.htm |
Anvart
Very cool!! I hope people copy this info!! Would save much time for New guys to keep it handy. :up: |
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