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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#901 |
Watch
![]() Join Date: Mar 2008
Posts: 24
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Skwasjer,
Thank's a lot for your tool that alow us to create our subdream. With it, I have made The Terrible, RedOctober and now a Akula class (see at the end of my netsite). But with those change, the position of the torpedo launcher are moved. In the game, when I fire, the torpedo seems come from the center of the sub, and the camera are not always outside of the sub...... http://pagesperso-orange.fr/xavier.petit/ Do you know what I must change to move the startpoint of torpedo launching? And what I must modify to move the position of the camera wich show the torpedo launch. Your help would be very appreciate. Greatings. ![]() Xavier PETIT |
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#902 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I am not sure. I guess the position of both the torp launch as well as event cam is determined based on where the nodes of the torpdoors are located. I think you better ask some of the guys that actually made new subs. I don't have alot of hands-on experience modifying the sub-files.
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#903 |
Watch
![]() Join Date: Mar 2008
Posts: 24
Downloads: 6
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Thank's for your answer skwasjer.
I have work all this evening and I founded what I searched. Like you guessed, the start point of the torpedo is the position of the node of the torpedodoor number2. And the position of the camera is define in the evencamera.dat file that you have in the SH4\data\library. Now, to finish the work on Akula, I try to modify the number of torpedo storage. Again, thank's for your great tool. ![]() Xavier PETIT |
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#904 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
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Thanks for the update skwasjer
![]() ![]() D3d error is now fixed with the models I mentioned before. Yet to explore the new features, and try to move/add animations ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#905 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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GWX 3.0, ATag.dat - the same issue:
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#906 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though
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#907 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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And ... GWX 3.0 Flag.dat, FlagS.dat ... When i click on any flag in viewer, S3D gives an error message ... http://rapidshare.com/files/180468922/flag.dat.html I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...? Regards, Alex
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#908 |
Stowaway
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Anvart,
I down loaded your file from the link. Useing S3D I opened every flag with no problem. :hmm: Have you the latest version of S3D? |
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#909 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...
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#910 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Look my pic above ... ![]() Quote:
The problem appears after i will switch "enable diffuse map" ... ![]() P.S. And, GWX-team has made 3D model for each flag ... It to do not necessarily since models are identical (and use SynchroMesh Controller) ... Theoretically enough one model for all flags ... ... Next: I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...? ... Next: When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ... ... Necessary to change parent ID of object quickly ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 01-08-09 at 03:42 PM. |
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#911 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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I could work a fix out for it, but in reality the TGA-file is incorrect and as such it doesn't have a priority now, but I'll see what I can do. Perhaps an export and reconversion to TGA in a 2D app is simply all that is needed. Look up in TGA-header, if 'colormaptype' is 0, then 'colormapstart' and 'colormaplength' should both be 0. Since the 'colormapstart' value was a large negative, the DirectX loader - while it should just ignore the values in this case - must be seeking outside of the stream ![]() Code:
/// <summary> /// Size of ID field that follows 18 byte header (0 usually). /// </summary> public byte identsize; /// <summary> /// Type of colour map 0=none, 1=has palette. /// </summary> public byte colormaptype; /// <summary> /// Type of image 0=none, 1=indexed, 2=rgb, 3=grey, 9=indexedRLE, 10=rgbRLE, 11=greyRLE. /// </summary> public byte imagetype; /// <summary> /// First colour map entry in palette. /// </summary> public short colormapstart; /// <summary> /// Number of colours in palette. /// </summary> public short colormaplength; .... the rest of the header left out for simplicity...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 01-08-09 at 08:22 PM. |
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#912 | |||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Yea, it's a big ass half sphere ![]() Quote:
Thanks for that ![]() Quote:
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#913 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I'm trying to implement 8 tubes on the german side of the game. Thanks to your baeutiful copy/paste option, cloning the middle tubes from a type XVIII was a breeze.
We do get CTD though. after cloning the parts did I need to remap the ids ? I didn't. Do you know what the maximum amount of tubes is for the german side ? Keltos Jyunsen 1M mod : http://files.filefront.com/IJN+Jyuns.../fileinfo.html 8 tubes patch (might be wishful thinking...) : http://files.filefront.com/IJN+Jyuns.../fileinfo.html |
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#914 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Yes, you need to make a new ID.
Copy node. Paste. Right click the new node, create new ID (or hit the NEW button up next to the ID). If you have a whole group of things, what I do is to delete everything except the nodes I want (everything), then "save as" a different file name with the IDs remapped. I can then import the whole lot at once. |
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#915 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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Thanks Tater, I did that, if you look here :
http://www.subsim.com/radioroom/show...80#post1022280 I detailed all the steps I took, still it CTD ![]() ![]() ![]() ![]() I uploaded version 1.6 CTD of mod on filefront, all help welcome ! if we make those 8 tubes work it's a whole new range of Japanese subs I can mod ! download link : http://files.filefront.com/IJN+Jyuns.../fileinfo.html keltos |
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