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#1 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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3d Moddler needed please.
I have a request. I have contacted the original maker of the mod Historical Blade Rotation and he informed me sadly he doesn't mod for sh4 anymore and therefore can not fix this problem. so.... in this mod when applied with tmo and other such mods when you play the Gar Class it places the deck gun in the conning tower and all that sticks out is the muzzle. im preety sure this is a simple node placement error. I do not possess the skill to fix it nor the PC. so can someone please fix this ? ill have pics if needed.
thanks, drakkhen20 ![]() |
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#2 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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heres whats going on.....
![]() ![]() ![]() if anyone can fix this huge thank you in advance. ![]() ![]() |
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#3 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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cant sh3d move the nodes ?
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#4 |
Stowaway
Posts: n/a
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I'm not familiar with submarine editing, but I think that you don't need to mess with the 3D model, but use Silent Editor and put the node in the right position.
Look for the node called M01 in the main .dat of the sub and move it back (Z-axis) a few tenths. If you have a Gar from another mod with the gun in the right position, open its .dat file,check the position of the node and copy the numbers in the one you want to change. It shouldn't be hard to do. |
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#5 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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isn't it in sh4 that the models and stuff between the tambor and the Gar are the same ? I know in real life they were slightly different but in game they are the same. actually the Gar was a refitted tambor from what wiki says or an updated version with slightly more fuel capacity. well any hoot without all the babbling. thanks.
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#6 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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ok apparently looking into it. Historical Propellar mod doesn't even have the Gar in it so there has to be a conflict with it somewhere. im digging more to see where exactly its glitching. btw Jap its a little hard to tell what your talking about. I found the M01 node I think and I see the Z axis but I don't know what number is when and what it does.
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