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Old 12-06-05, 08:32 AM   #166
MLF
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Sorry- Duplicate message
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Je pense donc je fuis!
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Old 12-10-05, 01:39 PM   #167
Messervy
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Default Rhinoceros

Hello!

I am working with Rhinoceros (begginer really).
Is there someone who could point me in the right direction on how to change the model in Rhino?
THX!
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Old 12-10-05, 04:28 PM   #168
Seeadler
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Default Re: Rhinoceros

Quote:
Originally Posted by Messervy
Hello!
I am working with Rhinoceros (begginer really).
try a web search for an OBJ Import/Export plugin for Rhino
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Old 12-11-05, 02:17 AM   #169
Messervy
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Default An ill fated steamer

O.K.

I took an Auxilliary Cruiser and changed it a little bit. ( just a sketch really)
If I understand correctly one must now figure out how to place the textures, assign the damage zones, make additional files which include the demage model, pack it back and do a zilion of other thing before (IF) the thing can be used.

I am sorry but I think I am not of the right caliber for this ( hopefully not yet).

Anyway thanks for the help.

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Old 12-12-05, 07:09 AM   #170
UBOAT234
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Default Hi

Hi sansal,

What you prefer like program 3d?

Best Regards

UBOAT234
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Old 12-23-05, 04:49 PM   #171
johnfriesen77
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Default adding a new funnel and smoke

This is a great tooll .. I am finding it easy to learn .. BUT

I can add a new funnel or move a funnel.. but how do I add a new funnel AND new smoke also?

Does it have something to do with adding a new mtl file?

thanks!
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Old 12-23-05, 07:29 PM   #172
Xiskio
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Hi Sansal,

I have a problem opening Sub dat files. I get the error "Negative Array Size Exception". The weird thing is I only get this error when I try to open a submarine dat file, all other dat files work fine. The dat files in question are the original SHIII submarine dat files (SHIII 1.4b).

With the tool Datconvert I can open these files and export whatever I like.

Any idea?

Greets
Xiskio



UPDATE
======
It works with the class II uboots but definitely not with the class VII.
In between I also tried with SHIII version 1 but to no avail.

Is this a known issue?
Any help or suggestions?
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Old 12-31-05, 01:25 AM   #173
iambecomelife
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Hi, Sansal. I was wondering if the problems with deck textures and weapons nodes can be solved yet?

1. Right now, the game still uses the hull skin as the deck texture.

2. Also, the weapons on many ships point backwards. Guns near the back of the ship are upside-down and face the wrong way after importing the hull with pack3d.

3. The flags are upside-down.

!


Other than that, the program is working flawlessly. Great work
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Old 01-02-06, 02:00 AM   #174
Turbo78
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following Chomu's steps by the letter, I'm still unable to view my mod in Step 7 "Museum"

renamed all files to match folder name
edited english.cfg and german.cfg to reflect class name
updated roster folder with new .cfg and reflect new class
cloned and exported in patch3D

I've double check to verify all the class names match, yet I'm unable to see my new class in the Museum. Any help would be greatly appreciated.
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Old 01-02-06, 07:21 AM   #175
NoLine
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Quote:
Originally Posted by Cdre Gibs
Remember this !

Quote:
Cdre Gibs PM'ed me a fix for the upside-down flags. In his words:

The Flag is not the only thing that will be upside down, Check the ship on a later date when its armed, U will find that any gun mount thats astern of amidships is now most likely also upside down.


There is now way to stop this in Pack3d, but all is not lost. The fix is a simple Hexedit

Ok, Open the ORIGINAL ship data file in your Hex editor, do a 32bit Float search for this value : 3.1415925. This will highlight several enteries. Goto the cfg.Flag entery and above it u will see a 32 bit float value as above. The very last 1 before the text cfg.flag is the 1 u are after, With left mouse button click and drag over this value, right click, copy. DONT CLOSE the dat file, now open your Modded ship and do a text string search for cfg. goto the cfg.flag. U should now have 2 dat files open in ur hex editor. Compare the 2 cfg.flag enteries, in ur modded ship u will see that the 32bit float entery : 3.1415925 in the last instance in the original ship dat file is missing from ur modded ship dat file. Locate the 32bit float value in ur modded dat file ( value will be 0 ) and select the float value and right click paste. Flag now right way up.

Its the same 32bit float value IF you have any gun mounts upside down, also its the last instance of said gun mount. Every item thats placed on a ships hull has in total 6 required values for its possy. 3 for XYZ as per norm plus 3 for its rotation bundle also in XYZ format but from left to right its X. Z. Y. Always remember that Y and Z are swaped around.
Happy New Year
maybe easier, load .dat in pack3d, goto non3d nodes, select the cfg#fls_shipname, change the xy from 3.1415925 to 0 and the xz from 0 to 3.1415925
this also works for gunmounts etc

cheers

Noline
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Old 01-02-06, 05:31 PM   #176
Turbo78
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I noticed this question has been asked a few times but has not been answered, when importing the .obj file the following message occurs:

java.lang.NumberFormatException: For input string ""

the .MTL file has been created via Wings3D
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Old 01-02-06, 09:18 PM   #177
NoLine
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close pack3d and try again turbo if that doesnt help, your .obj probably has some problems

cheers

NoLine
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Old 01-03-06, 04:11 PM   #178
Turbo78
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Found it seemed to be an issue with the Wings3d, 3DS Max works fine. I'm still having issues with it wanting to keep the original .tga texture. After some searching, it looks like the hex editor will get a workout with this one.

Working on implementing a new aircraft
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Old 01-12-06, 12:21 AM   #179
Marhkimov
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Default

Biologicals?

you mean fishies? :hmm:
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Old 01-16-06, 07:29 PM   #180
kapitan_zur_see
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Default sub's interior dat files

Hi Sensal!

First of all, many thanks for your tool!

It works perfectly for me with most of boats dat files but...
I'm willing to work on remodeling all or at least one of the sub's interior from scratch. They have their own dat files but it seems they are not "recognized" by your tool, i always get something like "negative array size exception" or alike.Same with uboats tower for example... However, they are actually working with DATnavigator meaning i'm abble to open every dat files and extract 3D data to .obj files.
But this won't help me at all since this tool do not give the possibility to import 3ds meshes back into dat files as your tool do.

Since interior dat are some of the biggest dat files, you have to wait for some 15-30 minutes before datnavigator actually analyze them, it seems same for your tool except after waiting same amount of time (in fact until pack3d or datnavigator is actually responding again and not freezing anymore) it actually respond back but shows absolutely nothing as if you didn't ever pick a dat file to load...

Have you or someone any explanations or directions as to what i should do?
(i just don't understand why some people can import/export some subs meshes while other can't...!)

many thanks
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