05-15-13, 10:33 AM
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#186
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Navy Seal 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Originally Posted by volodya61
I opened similar .dat with this node and saw that shipname_cos node has a child node - 3D-model 
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This is funnel's 3D model, but as our boat didn't get any funnel, a 3D model shouldn't be required for smoke to be rendered.
Quote:
Originally Posted by volodya61
Could you post a few screens with explaining? if you have time for it, of course 
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- Open NF_boat.dat in S3ditor;
- Expand the node called NF_Boat;
- Select the node called NF_Boat_B (this is the back part of the boat), right click on it and select Append new child chunk => Nodes(type: 4) => Node (type: 4/100);
- Expand the node NF_Boat_B, select the new child node you have just added (you will recognize it because it will be placed at the end of the list, and it will lack a name), right click on it and select Append new child chunk => Label (type 8/0);
- The new Label is called by default <New_label>; change its name to NF_Boat_cosh (this is done from the property editing window on the right, Name field.
- Now select again the new node which by now is called "NF_Boat_cosh" after the name of its label, and click on "model preview" (bottom section of the right window), a preview of the boat is rendered;
- Mimimize the Linked 3D model section (center section of the right window) for making the preview bigger; you do it by clicking on the "Linked 3D model" blue text;
- On top of the Model preview window there are many rendering option icons grouped in several groups; 1st group: 3D model rendering options (Solid, Wireframe, Vertices, Solid + Wireframe, Solid + Vertices) - 2nd group: zones editing enabler (only one icon) - 3rd group: textures rendering options (Enable diffuse map, Ambient Occlusion map, Specular map, Specular from diffuse map) - 4th group: various options (Toggle grid, Toggle Selected object's axis, Toggle Selected object's bounding box, Highlight selected object faces [only works with solid rendering mod enabled], Toggle origins visibility, Brightness/Contrast) - 5th group: 3D object's visibility (Selected object's visibility on/off, Unselected object's visibility on/off, and a third option that I don't understand) - 6th group: center view on the selected object (only one icon) - 7th group: toggle animations on/off (if any)
- Scroll the mouse wheel for zooming in and out, click and hold the mouse wheel and move the mouse for rotating the model, click and hold the right mouse button and move the mouse for moving the model;
- When you get accustomed with mouse controls and rendering options, make sure that the NF_Boat_cosh node is still selected, that you have a clear view of the 3D model, and that either the "Toggle axes icon" or "Toggle origins" (or, even better, both of them) are selected. If you did all of the above correctly, you should see the selected node as a red dot, with the 3 axes coming out fro its center.
- By default new nodes are placed at unit's origin (roughly amidships). You should move your node where smoke is expected to come out. For doing it , you need to modify Node positioning settings (top section of the right window, if a node is selected). Ignore roation settings and play with translation settings; X is width-aligned, Y is height-aligned and Z is lenght-aligned. Each unit is equal to 10 m. As soon as you enter a new setting, node's position will be updated accordingly in the preview window.
- when you finish, change the Id of the new node according to what is set as parent Id the obj_Funnel controller in NF_boat.sim, or conversely change the parent Id of the controller to the Id of the nwe node.

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