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Old 08-31-07, 12:28 AM   #59
DeepIron
Sea Lord
 
Join Date: Aug 2007
Location: Too far from the Pacific right now...
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But you had to do some renaming inside the files too.
Renaming inside the files, that's the rub... I think you and tater are right, copy or clone and make changes to the appropriate config files... Now I guess it's just a matter of knowing what and where to change... That would take care of satisfying the AI and game engine...

If you're thinking about just changing the file info and not the actual meshes/textures, would you be kind enough to document what and where you changed items please? I'm thinking it would be cool to get a modding thread stickied later, once we've got the process down for others. Kind of a "step-by-step" if you're agreeable...

Tomorrow I'm going to make a stab at modding an existing SH4 vessel to a Sugar Charlie Sugar sea truck... Basing it on the existing NKMCS_Zinbu files which, while they are not the closest, will suffice for this effort. I'll use the Sanko Maru on page 77 of the ONI 208-J Supplement No. 2 for the pattern. I need to get an idea of the scale, but I can do that from an existing mesh and comparing it to an ONI entry...

Fortunately, the SH4 vessel meshes are broken into logical segments, hull, superstructure, cranes, etc... so I can work on one piece at a time. Doing the mesh ought to be fairly straightforward, it's just pushing vertices around... Doing the texturing will take a bit more time as the meshs will have to be unwrapped and the UVs mapped. Then texturing... (not my strong suit) etc...

Now, gents, once the meshes and textures are done, how are we going to stuff them back into a .dat? :hmm:
I know Skwasjer is planning on import/export in S3D, but it's not there yet... (maybe we can twist his arm, or just out and out beg him to move it up his priorities list! ) Once the new model is completed, the X,Y,Z locations of all components need to be encoded into the .dat along with the texturing info etc...

Last edited by DeepIron; 08-31-07 at 01:11 AM.
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