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Old 10-09-05, 03:18 PM   #16
Flakwalker
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Quote:
Originally Posted by Sansal
Good questions and observations:

1.- I think that the scale is in decameters, but i don't have meditions. The scale for textures is a number between 0 and 1, the size/resolution is market for the tga.

2.- The position of the objects are controled by the types 4. In this type there are a parent and a child id's, after this there are x, y and z positions of the children in reference of the center of his parent. Sometimes there are two more references, elevation and orientation of this object.

3.- It's posible as anything in software, but i don't do this job. A posibility you can copy all chunks of a existent gun and repaste in the .dat, .zon, ....After this you can change all id's and to work with Pack3D.

To control the position of a gun you need work with x,y,z valours of non-3d nodes, his labels (type 8) and .eqp files. The .eqp file link the non3d-node with name cfg#M01 (for example) to a object in gun.dat. And this procedure works.

4.- About your original cloned....prove with a reclonation. But...Are you sure about the problem of the sound?

Cheers
Well, on the 3 points above there could be a manual in the future, they are of extreme importance on import external models.

And on the point 4, it still same , the destroyer apear stoped on the museum (unlike the other ships that are on movement), so if anyone can send it to me I wont have to reinstall the game. As a suggestion your tool may have some kind of save into folder like with 3D models when clonning, or make a backup on such way, this is because Clone, is like to Close and I was going to do the same yesterday

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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Old 10-10-05, 02:27 PM   #17
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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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Old 10-10-05, 03:14 PM   #18
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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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Old 10-10-05, 06:43 PM   #19
Flakwalker
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Quote:
Originally Posted by blumen-bts
...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
Yes I want to correct them, the problem is find highres drawings (the ones on that site are too optimized) mainly for texture detail, and as you noticed, make a new gunturret (but it should be enough). There are a lot of interesting things that can be done with the Soldati, also add the 2º serie.

BTW, I reinstalled the game, now I will backup before do anything.
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Old 10-11-05, 05:40 PM   #20
Sansal
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Quote:
Originally Posted by Flakwalker
Well, on the 3 points above there could be a manual in the future, they are of extreme importance on import external models.

And on the point 4, it still same , the destroyer apear stoped on the museum (unlike the other ships that are on movement), so if anyone can send it to me I wont have to reinstall the game. As a suggestion your tool may have some kind of save into folder like with 3D models when clonning, or make a backup on such way, this is because Clone, is like to Close and I was going to do the same yesterday

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?
Hi Flack and sorry the time (I have XP, you know )

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...." I remind this.

Cheers,
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Old 10-12-05, 02:09 PM   #21
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Ok I will wait , pleas check this thread http://www.subsim.com/phpBB/viewtopic.php?t=44024 I had some problems when importing models
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Old 10-13-05, 10:37 AM   #22
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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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Old 10-13-05, 11:20 AM   #23
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Quote:
Originally Posted by Beery
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.
I agree totally! Also, the specular lighting is so disproportionate between the hands and the faces of the crew... In the changing light levels presented in SH3 hands often look like dark leather gloves... quite annoying.
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Old 10-13-05, 06:22 PM   #24
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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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Old 10-13-05, 07:20 PM   #25
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3ds remap wont work because of the export file format.
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Old 10-13-05, 10:54 PM   #26
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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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Old 10-13-05, 11:03 PM   #27
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Quote:
Originally Posted by Cdr Gibs
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.
I think the concern is the fact that their uniforms are really rather... fictitious-looking. Beery has been on that since the first days of SHIII, and justifyably so. It'd be nice if their clothing could look more accurate to the real thing :hmm:
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Old 10-14-05, 12:31 PM   #28
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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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Old 10-14-05, 07:33 PM   #29
Sansal
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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 (Sorry).

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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Old 10-14-05, 09:37 PM   #30
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If I try running Pack 3D it just hangs on me.
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