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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
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For those of you who may have not read this, there you go:
Quote:
Original post here: http://www.subsim.com/phpBB/viewtopic.php?t=42918 |
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#2 |
Medic
![]() Join Date: Aug 2005
Location: Wisconsin USA
Posts: 165
Downloads: 0
Uploads: 0
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This tool that Sansal made is GREAT!!!!!
:|\ ![]() ![]() ![]() ![]() No more ![]() Now takes about five minutes when the process used to take at least an hour, sometimes more! If you want to clone an object to change how basic elements look, it MIGHT be necessary to still clone the "old fashioned" way....I'm trying to modify how a BB Revenge looks using only the data from the Sansal tool, and I will report my findings back to the message boards if and when I have anything to report....I'm still somewhat new to the whole procedure, so it will take me longer than some of the masters of the clone that reside here on the boards! ......However, if you are looking to just clone objects to, say, put different load-outs on them, or assign them different roles, The Sansal tool is AWESOME!!!! Just clone, insert in data/air and roster/(country)/air (or change "air" to "sea", or whatever), and you are ready to add to the mission editor!!! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -Jeff
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SH3 Cloning Library: http://www.geocities.com/stljeffbb/CloningLibrary.html ![]() ![]() |
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#3 |
A-ganger
![]() Join Date: Apr 2005
Location: California, USA
Posts: 72
Downloads: 18
Uploads: 0
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Marvelous work Sansal!
Looking forward to trying it out. Thank you for making it easier for all of us. ![]() |
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#4 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
Downloads: 2
Uploads: 0
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I'm gonna look into it. BIG BIG BIG thank you Mister, this is the best breakthrough thus far it seems. Looking forward to seeing more progress on this. :|\
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#5 |
Silent Hunter
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Sansal's updated it, so make sure to get the latest version.
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#6 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
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It's a little change. Now it clone .cam and other bug when we import a obj. But there are more work to do.
http://www.savefile.com/files/8997119 Thanks to all testers; Rubini, stljeffbb1, iambecomelife, Jurge, Sergbuto, AG21,....and Lurbz for something incredible; to break the format, and give us her description. |
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#7 | |
Pacific Aces Dev Team
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Sansal,
I tested your tool and tried to extract, modify and import back some objects and I see now why there is a problem with textures for reinserted objects. Both lurbz's DATNavogator and your tool do not extract/write back the full information concerning 3D-object faces. This becomes a problem for objects which use more than one texture plate, such as hull+deck+bridge/superstructure which come together in a single block/combined object for all the ships in SH3. Here is an extract from the lurbz's description of Type 1: 3D chunk Quote:
This needs to be taken into account in the tool upon extracting/importing objects. It is also important to find the way to take this into account when entirely new object using a few texture plates is imported as a part of the entirely new model, created externaly by some other program. |
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#8 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
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Thanks Sergbuto:
I saw this but i don't know how to control it. I'm working with only one texture, the number 0 that is the first tga in the dat (Daly go off ![]() This is the version that works with this idea. http://rapidshare.de/files/5416649/p...20105.zip.html You have more experience than me with 3d editors. Do you like test this posible solution? it seems work. Saludos, |
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#9 |
Electrician's Mate
![]() Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
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It can be used to clone objects and create new ones?
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#10 | |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
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![]() Quote:
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#11 |
GWX Project Director
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Sansal,
Are you able to add water reflections to new objects you create... like the Milk Cow for example? |
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#12 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
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Yes. You need import the same object 3 times. The objects with reflexion have two more labels with prefix SHD_ and REFLEX_ the 3d obj is the same.
Whe the tool will be finished you can control any property of this unit. Velocity, mass, power, ia....all that i can identify in the files. Saludos, |
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#13 |
GWX Project Director
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What I am wondering is... can you substitute the reflection of the S-Boat to the Type II U-boat to give it a reflection?
It wouldn't be perfect.... but would be better than nothing... which is of course the way it is now. |
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#14 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
Downloads: 0
Uploads: 0
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This is the result, as any other ship :-)
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#15 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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Can we get a mod made that gives reflections to all the U-boats that are missing reflections (both hull and conning tower reflections)? This has been one of my pet peeves with the game, so it would be great if we could get something like this into RUb, and I'm sure the other folks with major mods out would be happy to get this finally sorted out.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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