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-   -   IJN Jyunsen B : replacing torpedo model with Kaiten model WIP (https://www.subsim.com/radioroom/showthread.php?t=144383)

keltos01 11-15-08 08:57 AM

http://img266.imageshack.us/img266/5905/kaitenza6.jpg
http://img266.imageshack.us/img266/k...pg/1/w1024.png

went to 3ds, imported the whole sorry mess of aa kaiten and its screws, imported a torpedo model, aligned the Kaiten on the other's axises, re impoted in s3d and re aligned the screws (which were right on target in 3ds, looks like the same initials s3d and 3ds don't work the same :doh:)

keltos01 11-15-08 05:58 PM

model with screws placed at same spot as imported screws from stock models :


http://img143.imageshack.us/img143/6...enmodelww6.jpg

in game :

http://img50.imageshack.us/img50/611...ningameod1.jpg


http://img521.imageshack.us/img521/4...singamejk9.jpg


missing a screw ???
when in S3D it shows at the right place ... grrrrrrr

I uploaded this version on my main Filefront page, if someone can help...

Keltos

keltos01 11-16-08 02:26 AM

http://img185.imageshack.us/img185/7948/fixedep7.jpg
http://img185.imageshack.us/img185/f...pg/1/w1024.png

as it appears in game

http://img510.imageshack.us/img510/1151/fixeddatnj9.jpg
http://img510.imageshack.us/img510/f...pg/1/w1024.png

in I boat captain p 241 they say it could run 60 minutes at 40 knots so that's around a 40 nautical miles range ?

keltos01 11-16-08 07:54 AM

http://img125.imageshack.us/img125/1641/animal0.jpg
http://img125.imageshack.us/img125/a...pg/1/w1024.png


http://img293.imageshack.us/img293/2638/animdi2.jpg
http://img293.imageshack.us/img293/a...pg/1/w1024.png


I worked a bit on your version 1.2 of the Kaiten Peabody and I got seemingly both screws in game but still not working correctly, I'll post the latest WIP on my main FF page now if anyone cares to help fix this ...


keltos

link :
http://files.filefront.com/v+13+Kait.../fileinfo.html

peabody 11-16-08 08:55 PM

This is your latest 'in game' Pic, I fixed the propellers but not the rotation. Also the rotation numbers move the detonator up on top of the Kaiten. It starts in the right place but it's using the old rotation numbers and that moves everything and quaternion is not my thing.

http://img363.imageshack.us/img363/6...peller5eu8.jpg


Peabody

Sledgehammer427 11-16-08 09:16 PM

peabody, you use blender?

peabody 11-16-08 10:45 PM

Quote:

Originally Posted by Sledgehammer427
peabody, you use blender?

I have it, I don't know how to use it. About the only thing I have done is import an object and resize or move something and export. I have no idea how to texture with the thing. I have read tutorials, watched videos and it just will not work. And every time they come out with a new release the tutorials are useless, they tell you to click a button or menu item that no longer exists. It seems like it would be a good program for the price :lol: but I don't have time to learn it right now.

Peabody

keltos01 11-17-08 10:51 AM

http://img515.imageshack.us/img515/4...1turretvf2.jpg

http://img259.imageshack.us/img259/2...entype1az6.jpg

http://img259.imageshack.us/img259/7...ematicsex4.jpg

http://img391.imageshack.us/img391/9...ematicsrc1.jpg

http://img444.imageshack.us/img444/5...missionvn6.jpg
http://img444.imageshack.us/img444/k...jpg/1/w868.png

http://en.wikipedia.org/wiki/Kaiten_manned_torpedo

http://img148.imageshack.us/img148/6...4h81490kt3.jpg


http://www.geocities.jp/torikai007/1945/kaiten.html


http://www.combinedfleet.com/kaiten.htm


screws :

http://img258.imageshack.us/img258/7...anedukapp3.png


3d I can do that's the animation part I have trouble with...

any animation help welcome !!!


keltos

peabody 11-17-08 11:20 AM

Quote:

Originally Posted by keltos01
3d I can do that's the animation part I have trouble with...

any animation help welcome !!!


keltos

I had one rotating just not in the right place, they moved to the conning tower and higher. So the numbers need to be changed.

Peabody

keltos01 11-17-08 12:55 PM

when it works I'll try and model the tower like in the above picts :)

keltos

keltos01 11-18-08 10:20 AM

still not working... damn animation !!!!:damn:

skwasjer 11-18-08 10:43 AM

It's really not so hard Keltos, it will come to you sooner or later. The Rotation parameters of the KeyFrameAnimStartParams need no change, only the Position parameters. Set them to xyz=0, center the props in max, import them in DAT, move the nodes to the correct spot (if you centered on all 3 axis) and you should be good to go.

If you still have trouble, send over the max file. ;)

keltos01 11-18-08 11:02 AM

I'm off to home now, I'll post the max file I guess, I couldn't even move the prop so that its center is on 0,0,0 it looks like it has another center ? I don't know how to change it, is it ok if I send all the files to you ? do you need a separate file per itme or one with all ? :-?

thanks Skwasjer ! :up:

keltos

skwasjer 11-18-08 11:39 AM

Quote:

Originally Posted by keltos01
I'm off to home now, I'll post the max file I guess, I couldn't even move the prop so that its center is on 0,0,0 it looks like it has another center ? I don't know how to change it, is it ok if I send all the files to you ? do you need a separate file per itme or one with all ? :-?

thanks Skwasjer ! :up:

keltos

One max file with all the objects is fine. Textures not needed per se, for getting it set up properly.

keltos01 11-18-08 02:00 PM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by keltos01
I'm off to home now, I'll post the max file I guess, I couldn't even move the prop so that its center is on 0,0,0 it looks like it has another center ? I don't know how to change it, is it ok if I send all the files to you ? do you need a separate file per itme or one with all ? :-?

thanks Skwasjer ! :up:

keltos

One max file with all the objects is fine. Textures not needed per se, for getting it set up properly.

uploaded on my main FF page. Thanks again ! This will make our campaign much more enjoyable !
next we'll try and fire them from the deck using fake tubes

keltos

skwasjer 11-18-08 03:57 PM

I've created a new and working .dat (based on stock UBM), check your PM.

If you have any questions, shoot.

keltos01 11-18-08 05:01 PM

will do if I have any,

Thanks a lot !!!!

keltos

keltos01 11-20-08 01:49 PM

Skwasjer's Kaiten
 
Thanks to the Olympian we now have working propellers on the Kaiten, and the .dat is not a mess anymore !

Kaiten away ! :

http://img300.imageshack.us/img300/4111/kaitenzl6.jpg


starboard side :

http://img167.imageshack.us/img167/6...trboardqn6.jpg


stern and propeller :

http://img167.imageshack.us/img167/1...nscrewsal4.jpg


Thanks a lot to Skwasjer for this !!!! :up::up::up::up:


I'll make another version later on, but now I'll work on checking the new IJN torpedoes mod incl Kaiten and try and release it tonight.

next : a new Kaiten texture and 3d model resembling the real one posted here above.

keltos

keltos01 11-22-08 08:44 AM

I fixed the flipped faces and introduced a new kaiten, the type 2, based on the typ XI torpedo, so we now have 2 Kaiten types although they still have the same 3d model :

Kaiten type 2 (1945) :

http://img510.imageshack.us/img510/5812/fireef9.jpg
http://img510.imageshack.us/img510/f...pg/1/w1024.png

http://img47.imageshack.us/img47/5559/screws2pg7.jpg


http://img47.imageshack.us/img47/9708/screwstb5.jpg


detonator in s3d

http://img91.imageshack.us/img91/5299/detonatorlr9.jpg

in game :

http://img141.imageshack.us/img141/7551/detef7.jpg
http://img141.imageshack.us/img141/d...pg/1/w1024.png

it's there but in the hull ????

the thing is I modified the detonator, imported a 3d node to it, liked both Kaiten detonator 3d models to that one, moved it in S3D but it doesn't show up in game ?

Skwasjer, I'll upload this version now : Kaiten 3.1.rar

http://files.filefront.com/v+31+IJN+.../fileinfo.html

I already uploaded the .max model of the detonator, it you can have a look..

http://files.filefront.com/detonator.../fileinfo.html

btw : do you see the white underside of the hull ??

thanks

Keltos

skwasjer 11-22-08 09:50 AM

Here's your fixed torpedo.dat (v3.1). I did not use the Max-file, but I did move the model in 3DSMax. I just used an exported obj from the DAT. So you will have to update your Max-file in case you are going to modify it further.

http://sh4.skwas.net/temp/Kaiten_DetFix.rar

I also moved the object again in S3D, and changed the animation controllers.

NB: The lightmap uv-data on the detonator seems incorrect, I saw some odd black shadow on it, so this needs fixing from your end (or simply remove the 2nd UV-map).


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