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Old 02-02-07, 02:38 AM   #106
DivingDuck
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Moin,

I´m off for a day and this thread burst at the seams.

Quote:
Originally Posted by ref
It's referenced by id/parent, the sounds must be linked by it's parent to an existing id in the dat file.
I did so. I used my barrel´s object id as parent. But without any success. Might be I have to go to the doctor to get my ears checked.

Quote:
Originally Posted by thefretmaster
what about textures how do i go about setting them up? i have all the files, just where to put them and that?
It depends. You can use internal textures that will be imported to the *.dat or an external one.
Internal:
  • You´ll have to create the appropriate number of nodes in the *.dat
  • Import your texture files (*.tga) to *.dat using Pack3D
  • Make sure all polys using the same texture have the same id
  • Adjust or create the data block in the *.dat that controls the texture-poly correlation
External
  • put all textures together in one
  • rework the uvw mapping to deal with one texture file
  • name the texture SHIPNAME_T01 / SHIPNAME_T02 / SHIPNAME_T??
  • place the texture in the vessels folder
  • be sure to have a vessel cloned that uses external skins (e.g. my barrel) or create a node that references external textures
If you need help, just ask.

Quote:
Originally Posted by thefretmaster
i did have a thaught, scale. would it be best to import the say submarine model next to the life boat and then scale the life boat down roughly to
Check my filefront site and download Skalenwand.rar. You can use it for correct scaling.

Quote:
Originally Posted by uboat234
Someone has tried to add an object with Smooth? Perhaps adding an other equal object only with the channel smooth?
Not possible. The 3d program´s smoothing groups will be ignored. In case you apply smoothing to your object, SHIII skips it and even stops smoothing it by making all edges angular.

Quote:
Originally Posted by u-snafu
DD, just curious did you ever get your marina docks worked out??
It´s in the pipeline. The *.zon is still waiting for adjustment.

Regards,
DD
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Old 02-02-07, 04:08 AM   #107
UBOAT234
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Quote:
Originally Posted by DivingDuck
...
  • be sure to have a vessel cloned that uses external skins (e.g. my barrel) or create a node that references external textures...
Is possible, create one or more reference to external Texture? Have you try?

BEST REGARDS
UBOAT234
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Old 02-02-07, 04:43 AM   #108
DivingDuck
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Moin UBOAT234,

yes, I´ve tried hard to attach more than one external skin set to a vessel. But unfortunately without any access. It doesn´t matter what the node´s name is. When set to use external textures the only fact that matters is the name of the texture, SHIPNAME_T01 / ..._T02 / ..._T??.

Regards,
DD
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Old 02-02-07, 11:54 AM   #109
Madox58
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@Ref , I too set all the ID's properly, added a new sdl entry also.
I have something a little wrong in the sdl as I CTD now.
But it's something I need to learn to do correctly so no big deal
and can be fixed.

Looking at the GWX sdl now as there are quit a few new entries.
What I'm not sure about is the bytes before "SoundInfo"

Example: 26 01 22 01 00 00 SoundInfo
:hmm:

Also, anyone have a vanilla SH3.sdl handy?
Seems I deleted mine.

Last edited by Madox58; 02-02-07 at 12:25 PM.
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Old 02-02-07, 12:58 PM   #110
GlobalExplorer
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Just one word : awesome!

Like many aothers before, I had this idea myself .. and I hoped someone would do the hard work!
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Old 02-02-07, 01:11 PM   #111
thefretmaster
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thanks guys and thanks dd for everything to you all. im just having a go with pack 3d now
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Old 02-02-07, 01:13 PM   #112
ref
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Quote:
Originally Posted by privateer
@Ref , I too set all the ID's properly, added a new sdl entry also.
I have something a little wrong in the sdl as I CTD now.
But it's something I need to learn to do correctly so no big deal
and can be fixed.

Looking at the GWX sdl now as there are quit a few new entries.
What I'm not sure about is the bytes before "SoundInfo"

Example: 26 01 22 01 00 00 SoundInfo
:hmm:

Also, anyone have a vanilla SH3.sdl handy?
Seems I deleted mine.
three word values (two byte integer)
size, size1, unknown (allways 0?)
size1 = block size (including Soundinfo label)
size = size1+4


Ref
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Old 02-02-07, 01:50 PM   #113
thefretmaster
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im havning trouble exporting the .obj from max. i say to use the material library materials and to create a library, i say to save maps and the program crashes, no explanation and then asks about error reports. man this is starting to annoy me
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Old 02-02-07, 03:46 PM   #114
twotone
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Quote:
Originally Posted by DivingDuck
Moin,

for all the mission designers amongst us I´ve uploaded part 1 of my flotsam package. This barrel is the first unit and I´d like to know whether it´s worth to continue creating other pieces of debris/flotsam. So, feel free to comment!





The barrel comes with multiple skins and works fine with NYGM and GWX. It may be installed easily using JSGME. Since it is defined as environmental unit you can´t eye it up in the museum. That´s why the download contains a tiny mission just for testing, without any objectives.

It is available for d/l at my filefront page.

Regards,
DD
O god yes you have to make like a floatsome of like lost at sea men in dingys and ship wreckage so you cna like pilot by them and michine gun them down... god im cruel.....

but really it woudl be cool to see men in a dingy out in the middle of nowhere...
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Old 02-02-07, 05:04 PM   #115
thefretmaster
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i have decided that for now i am going to try somthing easyer, i am going to take the inflatable lifeboat that you see on the ships, and put that into the game as a flotsam object, however after looking round for a while i have no idea where it is, is it a seperate file atall or is it part of a ship? any ideas on locations? also what is the location of the crew member file, like the ones from the deckguns and depthcharges
thanks
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Old 02-02-07, 05:07 PM   #116
Madox58
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Quote:
three word values (two byte integer)
size, size1, unknown (allways 0?)
size1 = block size (including Soundinfo label)
size = size1+4

Ref
Well Crap!
How could I miss that?
Now that you point it out that is probably the only area
I had screwed up.

Thank You Sir!
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Old 02-02-07, 05:07 PM   #117
bigboywooly
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IIRC its called BPNeum or something like that

Did you try to export your obj on its own without mtl ?
If that works ok then try with mtl but without the library
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Last edited by bigboywooly; 02-02-07 at 06:02 PM.
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Old 02-02-07, 05:52 PM   #118
Madox58
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Weapon_CREW.dat in the Library folder.
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Old 02-02-07, 05:58 PM   #119
thefretmaster
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ok cool
im just redoing it texture wise
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Old 02-02-07, 09:09 PM   #120
iambecomelife
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Quote:
Originally Posted by thefretmaster
i have decided that for now i am going to try somthing easyer, i am going to take the inflatable lifeboat that you see on the ships, and put that into the game as a flotsam object, however after looking round for a while i have no idea where it is, is it a seperate file atall or is it part of a ship? any ideas on locations? also what is the location of the crew member file, like the ones from the deckguns and depthcharges
thanks
Rafts can be extracted from the DAT files of most warships & merchants. They have the prefix "boat" for their obj files - for instance, the boat01, boat02, and so on. lifeBOATS are normally designated by the prefix "barca".

On a side note, I have been interested in releasing all of the game's lifeboats, rafts, and motor launches as small craft separate from their mother ships but I don't know how to edit the ZON files.
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