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Old 10-11-10, 06:23 PM   #1
Volk2
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Default Broken compass on VIIc tower

I'm using Flakmonkey's VIIc with lightmap and I have such a problem:



The axis of the compass is in bad place, so it go outside of the frame when turning. It's probably a well known bug, but I didn't found any fix for it.
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Old 10-12-10, 02:16 AM   #2
Rubini
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The two compass on the turm7x use the same place on the .tga and they are inverted in the 3d model UV. I fixed my turms rotating the UV map for one of the compass (is also possible to rotate the 3d model itself). Them both will end pointing to the same correct direction.

BTW the type 9 turms have only one compasson the deck, seems that the place for the second is just empty. I put the second compass on my type 9 turms too, but i don´t know if this is correct (historicaly) or not.

But i don´t have (yet) the FM's light mapped 7c turm, so i guess that mine turms aren´t usefull for you.
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Old 10-12-10, 04:49 AM   #3
Volk2
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Thank for the answer. Could you be more precise? Here is what I found:



And the 3d model for it:



I not fully understand what should I do now?
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Old 10-12-10, 11:01 AM   #4
rowi58
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Hi волк,

the problem is the geomtry of the model "Turm7c_1_ac buso 1_High":



the model is not centerd in all dimensions. So you must export this model (with S3D) an center it - for example with "wings3D" (freeware).

Then import it and adjust translation and rotaion parameters. On the second scrennshot, you can see this new values:



Sad to say, that the "Turm7c_2_Hd.dat" has the same problem.

Greetings
rowi58
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Old 10-12-10, 08:56 PM   #5
Rubini
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@волк and Rowi,

The entire problem is this:
1. a lot of turms have this problem,
2. some big mods opted to adjust only the .tga, making only the main (the big one and more "useful") deck compass correct. The one in the pannel, near the telegraf continues showing the wrong uboat head direction (GWX as an example)
3. To really fix it, you need to make what I said above. I too use wings3D, a very simple and powerfull 3d tool, but you need to learn with that old tryal&error way...It´s not possible to fix this bug with S3D only.
4. What Rowi said is also true...some compass are also off placed a bit, what is another problem, easily fixeable with S3D only.
5. I have all them fixed for all turms...but you know, we have a lot of version of turms on a lot of mods, so...
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Old 10-13-10, 05:45 AM   #6
Volk2
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Thanks for all the answers. I'm after a system reinstall so it will take time to test the proposed fix.

Quote:
Originally Posted by Rubini View Post
I have all them fixed for all turms...but you know, we have a lot of version of turms on a lot of mods, so...
But the 3d model of the compass in "Turm7c_1_ac buso 1_High" node in Turm7c_1_hd.dat should be the same in those mods, its not often changed. Could you maybe upload your exported, fixed 3d model, so I could import it to "Turm7c_1_ac buso 1_High" node, or at least I could open it in wings3d and see what you have changed? I've downloaded wings3d but its still some black magic to me.

----

Or there is another way to "fix" it - what to delete to disable the turning of this compass? This way it would be only a static graphics attached to one place. It will not correctly work in this way, but it also will not ruin the immersion.
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