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#16 | |
Electrician's Mate
![]() Join Date: Aug 2005
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And on the point 4, it still same ![]() ![]() There is a complete guide of clonning?, for example if I want to clone the soldati on 2 ones (as soon I got back the original one) called Soldati I and Soldati II what is the complete prosedure to do that? |
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#17 |
Electrician's Mate
![]() Join Date: Aug 2005
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Well I will have to reconsider reinstall the game. If anyone want to send me the original files of the soldati send it to flakwalker(at)yahoo.com
About texture on clonning, if I create a new unit, let say Soldati II, how the texture for it became independent so if anyone want to create a normalRES texture and put in that folder it is applied to such version and not the original aswell. |
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#18 |
Watch
![]() Join Date: Sep 2004
Location: milano - Italy
Posts: 29
Downloads: 34
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...sorry for my english .... but, soldati's 3d is not correct ...remember this after to retexture ...the central turret is originally single ...see drawing and photo's in this link:
http://www.modelli-navali.it/MM-Ital...ldati1936.html
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#19 | |
Electrician's Mate
![]() Join Date: Aug 2005
Posts: 131
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BTW, I reinstalled the game, now I will backup before do anything. |
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#20 | |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
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![]() As a penance i. clone my soldati and ... it's true, there are some problem with this ship. Then I clone the originals Bismark, King George, PTBoat and this three works fine, like as the original. I will see thie files of the Soldati may be he have something interesting. If you want work in the Soldati then you need clone this ship by hand http://www.subsim.com/phpBB/viewtopi...ighlight=clone But may be you can wait for my explanation after that i reinstall the game for second time this week. Good joke "the clone as closed...." ![]() Cheers, |
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#21 |
Electrician's Mate
![]() Join Date: Aug 2005
Posts: 131
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Ok I will wait
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#22 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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The ship remodelling projects are cool, but is anyone willing to have a go at remodelling the crew models? The current ones are awful - they look nothing like real U-boat crewmen. A few adjustments to the bodies and hats would make a big difference. While we see ships like the Bismarck only occasionally, we are bombarded with hideously misproportioned crewmen and uniforms every few minutes.
If anyone is willing to have a go at it I can give details of the exact nature of the 3D model problems and what needs to be done to fix them.
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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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#23 | |
GWX Project Director
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#24 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
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where I can try for remap the textures in uvw. With 3ds or wing 3d?
I have cloned soldati, with pack3d and create a singlemission... have placed: Soldati and my soldier (clone of soldati); Bismarck and Tirpitz(My clone) and function but i do not have a tool for remap texture... I have seen a topic of canaris: SH3Mesh. Wath is? Sansal please Help me! |
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#25 |
Electrician's Mate
![]() Join Date: Aug 2005
Posts: 131
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3ds remap wont work because of the export file format.
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#26 |
Stowaway
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Pesonaly I find nothing wrong with the crew. Due to animation limits that we have with 3d bones that don't require massive amounts of CPU time, as well as the CPU loading to enable the game to run every thing else, they are normal. The more 1 increases the bones of a model to get a better animation the higher the CPU loading will become. The only thing that the crew may need (on a prefered personaly level per player) is a bloody good UV map, just like about every thing else in SH3.
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#27 | |
Navy Seal
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#28 |
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
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Hi Sansal, i have just completed a new unit (US Mahan Class Destroyer), working very fine.
But there is one problem: Do you know, how to change the places of the equipment-nodes? (or anyone else?) (I found another solution by extracting the torpedoquad-3D-model and integrated that obj into the ship-model, so that they are no longer "equipment". But with this method, the textures do not work with the torpedo-obj, they use the whole ship-tga as texture...) thx in advance! ![]() |
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#29 |
Electrician's Mate
![]() Join Date: May 2005
Location: Spain
Posts: 133
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Yes, you can but you need a hexeditor. You see the non-3d nodes with my tool.
Identify what of the cfg#X01_unit_name what you need to change the position. In the list you have the initial positión of this nodes in the file ![]() with this position you can go to the chunk of data (market in blue) ![]() Inside this chunk after all id's there are a group of 12 bytes that control x, y and z (4 bytes for each other) position (the same valour, in hex, that your 3d editor), this group are ever in the same positions inside the chunk (market in blue). ![]() Sometimes there are another group of 8 bytes that control orientation and elevation. The same for the 3d nodes but in this case, may be, there are a group that control the texture position. I think that i can't be more expecific....may be if my english will be good ![]() P.S. Don't worry for the CTD if you have a backup of the .dat or your hexeditor have undo edit :rotfl: |
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#30 |
Captain of the Nautilus
Join Date: Mar 2005
Posts: 146
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If I try running Pack 3D it just hangs on me.
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