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-   -   Cloning Objects in "Plainer English" by stljeffbb1 (https://www.subsim.com/radioroom/showthread.php?t=84285)

martes86 09-20-05 09:41 AM

Quote:

Originally Posted by Cdr Gibs
errr - were did I get Mad ??? :88)

Frustrated maybe with the situation - yes (Not Sansals doing), but mad/angry. Nope !

Ah, ok then. :rock:

Cdre Gibs 09-20-05 09:52 AM

Quote:

Originally Posted by Commander1980
Quote:

Originally Posted by Cdr Gibs

All I keep getting is a Java error msg. Pity.

Do you have the old version of that program? .

Quote:

Originally Posted by Cdr Gibs
And yes I have java, need it for Netscape, latest version too.

Quote:

Originally Posted by Commander1980
Are there many files in the pach3d folder or are they all in the bin-folder? If yes, yop all files from bin to the pack3d directory.

Yep, I have Sansals latest util, all files are in Pack3D correctly.

It just keeps telling me - 'Java' is not able to run in dos mode! Damn annoying !

Sansal 09-20-05 12:23 PM

Quote:

Originally Posted by Cdr Gibs
It just keeps telling me - 'Java' is not able to run in dos mode! Damn annoying !

Now i can understand you!!!!!!!

Quote:

Originally Posted by Java Troubleshooting
If you see the following error message
This program cannot be run in DOS mode.

then do the following:
Open the MS-DOS shell (Windows/Start/Programs/MS-DOS Prompt)

Right-click on the title bar

Select Properties
Choose the Program tab
Push the Advanced button
Make sure the item "Prevent MS-DOS-based programs from detecting Windows" is unchecked
Select OK
Select OK again
Exit the MS-DOS shell
Restart your computer.

I guess that this solve your problem with Windows :D

Commander1980 09-20-05 02:03 PM

I have still problems with changed objects don't show up in the game. Where is the mistake?

When processsing the import-option, the program says Importing object xxx_xxx and it seems to be fine - but in the game, the model is still the same... :roll:

Sansal 09-20-05 03:53 PM

Only the last version import the objects. There was a bug and the tool read the obj but after don't write it on the dat.

In this las version i see another bug with the textures. I'm testing now. I hope that this night you can see my new type XIV for Milk Cows :)

Sorry for all,

Rubini 09-20-05 03:58 PM

Quote:

In this las version i see another bug with the textures. I'm testing now. I hope that this night you can see my new type XIV for Milk Cows :)
Great Sansal! :up:

Rubini.

Sansal 09-20-05 07:06 PM

I need work little more with textures but i'm very very close :rotfl:

http://i3.photobucket.com/albums/y72...l/2879ee5d.jpg

http://i3.photobucket.com/albums/y72...l/3d03d64b.jpg

http://i3.photobucket.com/albums/y72...l/400be3d9.jpg

AG124 09-20-05 07:29 PM

Does this mean that you can change the size of individual ship parts, such as bridges, funnels, and turrets? If so, then the range of new ships that can be accurately hex edited will grow substantially, as more parts will become available. Two that come to mind are a 4500 ton freighter (which couldn't be made before because of the lack of a suitable sized hull) and British CAs (which could have better superstructures available). This is very exciting indeed, but maybe I am getting my hopes up - I hope not.

:up:

iambecomelife 09-20-05 07:35 PM

Quote:

Originally Posted by AG124
Does this mean that you can change the size of individual ship parts, such as bridges, funnels, and turrets? If so, then the range of new ships that can be accurately hex edited will grow substantially, as more parts will become available. Two that come to mind are a 4500 ton freighter (which couldn't be made before because of the lack of a suitable sized hull) and British CAs (which could have better superstructures available). This is very exciting indeed, but maybe I am getting my hopes up - I hope not.

:up:

I've actually started one of those projects. I have a hastily-created 4000-4500 old-fashioned merchantman that I made by simply enlarging the coastal merchant model.

According to my calculations the new unit is about 350-375 scale feet long - roughly appropriate for a vessel of that tonnage. I got the model to show up fine in wings3d; the only problem is that the game failed to detect the 3d modification. I'm going to download the latest version of the tool and try again.

Cdre Gibs 09-20-05 07:51 PM

Quote:

Originally Posted by Sansal
Now i can understand you!!!!!!!

Quote:

Originally Posted by Java Troubleshooting
If you see the following error message
This program cannot be run in DOS mode.

then do the following:
Open the MS-DOS shell (Windows/Start/Programs/MS-DOS Prompt)

Right-click on the title bar

Select Properties
Choose the Program tab
Push the Advanced button
Make sure the item "Prevent MS-DOS-based programs from detecting Windows" is unchecked
Select OK
Select OK again
Exit the MS-DOS shell
Restart your computer.

I guess that this solve your problem with Windows :D



Ummm, either ur not using XP Pro SP1, or my XP Pro SP1 is broke ( I hope not ) but no such option is available. I did check for this as soon as I started getting the error msg's. Sadly as stated, no option.

iambecomelife 09-20-05 08:21 PM

Cdr Gibbs, can you post all of the commands you are typing in the command prompt window in order to try and extract the obj files? No offense or anything, but I wan't able to do this at first because I missed something pretty simple, and I'd like to see if all the commands you're using are correct.

Cdre Gibs 09-20-05 08:42 PM

U know, it wouldnt surprise me if it WAS a PEBKAC error on my behalf :lol:

Ok, first off, I just unzipped the Pack3d in to "D:\Temp\Pack3d"

Then I copied the whole ships files I wanted to clone ( in this case the Dido) into "D:\Temp\Pack3d"

Then I start MSDOS, window pops up with C/L :

"C:\Documents and Settings\myusername>_"

I then type in at the dos prompt :

"CD D:\Temp\Pack3d>pack3d o NCL_Dido.dat "

or

"CD D:\Temp\Pack3d>pack3d c NCL_Dido.dat 1000001"

end resault :

'Java' can not be run in DOS mode.

And thx for taking the time, but me thinks me broke something.

iambecomelife 09-20-05 09:02 PM

Quote:

Originally Posted by iambecomelife
Quote:

Originally Posted by AG124
Does this mean that you can change the size of individual ship parts, such as bridges, funnels, and turrets? If so, then the range of new ships that can be accurately hex edited will grow substantially, as more parts will become available. Two that come to mind are a 4500 ton freighter (which couldn't be made before because of the lack of a suitable sized hull) and British CAs (which could have better superstructures available). This is very exciting indeed, but maybe I am getting my hopes up - I hope not.

:up:

I've actually started one of those projects. I have a hastily-created 4000-4500 old-fashioned merchantman that I made by simply enlarging the coastal merchant model.

According to my calculations the new unit is about 350-375 scale feet long - roughly appropriate for a vessel of that tonnage. I got the model to show up fine in wings3d; the only problem is that the game failed to detect the 3d modification. I'm going to download the latest version of the tool and try again.

Oh; that's a 4000-4500 TON merchantman.

Commander1980 09-21-05 02:35 AM

Quote:

Originally Posted by Sansal
Only the last version import the objects. There was a bug and the tool read the obj but after don't write it on the dat.

mhm, the last version is that rapidshare link on page 4?

I tried to import the Type34 funnel into the Buckley-model.

the buckley funnel has three files, named:
97_SHD_cos_NDE_Buckley
92_reflect_cos_NDE_Buckley
86_NDE_Buckley_cos

i copied the Type34 funnel files (3 files) and renamed them like the buckley files and than started importing - but with no success. Where is the error?

Shadow9216 09-21-05 07:06 AM

I have deck schematics for the Castle class (follow on to Flower)...anyone want to have a go?


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