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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:) |
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 |
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 ? |
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 |
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 |
peabody, you use blender?
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Peabody |
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 |
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Peabody |
when it works I'll try and model the tower like in the above picts :)
keltos |
still not working... damn animation !!!!:damn:
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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. ;) |
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 |
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next we'll try and fire them from the deck using fake tubes keltos |
I've created a new and working .dat (based on stock UBM), check your PM.
If you have any questions, shoot. |
will do if I have any,
Thanks a lot !!!! keltos |
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 |
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 |
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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