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i tested it but it doesn't work because the sen toku has no nodes for conning,the player and the crew dummies...
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I started creating new surface vessels months ago as did a few other guys, but as far as I know, we still can''t pack sh4 .dat files yet... Good luck and keep tryin' tho'...:up: |
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So when is this going to be release?:hmm:
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Will definitely be following this with interest. With the U-Boat missions addon it should be a lot easier now to get working Japanese subs in game. :rock:
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Got the props and rudder worinkg but I dont know how to get the skin to work.
http://img259.imageshack.us/img259/9...4840296ua2.jpg http://img526.imageshack.us/img526/5...4829265xv1.jpg |
ijn sub
hi, would it now possible to mod a fully working japanese sub, as they were used to shell santa barbara and bomb the us mainland too ?
The I25 (see below) has six forward tubes and none aft, had a floatplane on board and bombed the us mainland ! One of these sunk the carrier wasp... looks like the ijn workhorse. It would especially go well with the uboot mod since we get to use airplanes.. can anyone tell me which programs to use to make such a sub in 3d and how? to miner 1436 : could it be possible to have a copy of your current jap sub ? I'm dying to play one ! http://upload.wikimedia.org/wikipedi...300px-I-25.jpg |
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I it possible that u uploas an alpha version or mail me the dat file?? It would be cool, cause with ur help we can realize the dream of a Japanese campaign:D |
The line dictating the skin to use is in the Roster .cfg file. The tga should be in the .dat file. I think it is called a material?
I have only linked tga's to small things that reside in the .dats like torpedo's and bombs. Linking torpedo's and bombs to an object requires linking it as a material if using S3D. I don't know if any of that information helps, i'm pretty noobish at all this. But I love the model of the sub, be great to see it working. Good luck :) |
Added pre pre alpha see post #1.
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Downloaded, with thanks!
Now......... who are doing the Japanese speechpack?????????????? |
@miner1436... How did you manage to get all the geometry and texture chunks packed into an sh4 compatible .dat? I know that it was possible to use Pack3D to get *some* of the textures, etc in, but how did you handle the occlusion maps? :hmm:
A number of us tried this some months ago, and Skwasjer's been trying to get it into S3D... [EDIT] AH, I see You modded the Tambor files... Ok, you're taking the same route we looked at, modding an existing file. Well, hey, that's cool too! :up: |
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So guys
We got some main Problems: -the main conning of the tambor class isn't hide by the 3d model -we don't get the textures working -we need 3 flaks and one big deckgun I know...: -we can use the Uboat2A conning from sh3 as model and then we can move the flaks to their slots -the textures are there, but they are in the sub hull with the form of a tambor class, but I am not sure, cause i want to make this with a DD and there i saw them -We can rip the 3 flak model form the addon, so it would be the best when we hit it in the german campaign Is anyone able to texture it?? I test the thing with a small conning, but iam not sure wether it works In love^^ Xantro |
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great ha?;) |
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Let's come back to momma Sen Toku: I took a S-class conning and when we have a textured sub it looks vers well! http://img442.imageshack.us/img442/2...1321301bz2.png http://img410.imageshack.us/img410/6...1322775mm5.png But we need textures! I think the campaign could be similar to the german campaign in v1.5 |
wow thats looks nice! Could you send me the modified file? Also, do you guys think I should remove the hanging lifeboat?
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Textures sorta work for me but they are purple and dark.
http://img502.imageshack.us/img502/1...1945453bb0.jpg |
mixed tambor
As you said, once patched the tambor sub still shows, from all sides..
Maybe we could ask help at ubi directly to patch the jap 3d model ? Also : is the forward boom always in this position?, because it sticks out of the water when at periscope depth. |
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