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Old 10-09-05, 03:18 PM   #11
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
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Quote:
Originally Posted by Sansal
Good questions and observations:

1.- I think that the scale is in decameters, but i don't have meditions. The scale for textures is a number between 0 and 1, the size/resolution is market for the tga.

2.- The position of the objects are controled by the types 4. In this type there are a parent and a child id's, after this there are x, y and z positions of the children in reference of the center of his parent. Sometimes there are two more references, elevation and orientation of this object.

3.- It's posible as anything in software, but i don't do this job. A posibility you can copy all chunks of a existent gun and repaste in the .dat, .zon, ....After this you can change all id's and to work with Pack3D.

To control the position of a gun you need work with x,y,z valours of non-3d nodes, his labels (type 8) and .eqp files. The .eqp file link the non3d-node with name cfg#M01 (for example) to a object in gun.dat. And this procedure works.

4.- About your original cloned....prove with a reclonation. But...Are you sure about the problem of the sound?

Cheers
Well, on the 3 points above there could be a manual in the future, they are of extreme importance on import external models.

And on the point 4, it still same , the destroyer apear stoped on the museum (unlike the other ships that are on movement), so if anyone can send it to me I wont have to reinstall the game. As a suggestion your tool may have some kind of save into folder like with 3D models when clonning, or make a backup on such way, this is because Clone, is like to Close and I was going to do the same yesterday

There is a complete guide of clonning?, for example if I want to clone the soldati on 2 ones (as soon I got back the original one) called Soldati I and Soldati II what is the complete prosedure to do that?
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