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#1 |
Medic
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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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![]() Last edited by Volk2; 10-12-10 at 06:30 AM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
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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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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#3 |
Medic
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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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#4 |
Eternal Patrol
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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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#5 |
Ocean Warrior
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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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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#6 | |
Medic
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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:
---- 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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![]() Last edited by Volk2; 10-13-10 at 05:59 AM. |
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#7 |
Medic
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Now I know why I couldn't understand your propositions for fixes - my compass is perfectly centered. The problem is other. I've tested it in game by making a circle with u-boat watching the compass and it is in right place, nicely turning. But as you see on the screenshoot in the first post, it looks like sometimes it jumps away from its place
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#8 |
Admiral
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These old known problems have been solved in the old forgotten mods a long time ago...
P.S. ... I understand, to write such replies senselessly, therefore we will allow to invent bicycles for "the new wave" of modders. P.P.S. If you use original Turm7c_3_deck.tga, ... do Unwrap UV in Turm7c_3_int_coning7c_High for rear compass... If you use changed TGA (rotated compass-image), do Unwrap UV for forward compass... in 3D Editor. ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 10-14-10 at 03:15 AM. |
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#9 | |
Ocean Warrior
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![]() Quote:
![]() ![]() Well, at least all this discussion bring some more light on the matter. @Anvart: yes this is an old problem, but my game yet had them broked in some turms (inverted direction between the 2 compass). And i have GWX3.0, WAC, NYGM...all them with similar problems...
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#10 |
Eternal Patrol
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Not wanting to mess with all of your discussion but, I showed this thread to a friend so he could see what you modders go thru for us.
Thx Guys. ![]() |
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#11 | |
Admiral
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Location: Russia ®
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![]() Quote:
![]() All these old problems (dial's centre of co-ordinate and UV unwraping for compass) were discussed and have been solved long time ago... I have already explained to волк, why i not wanted to correct UV error for GWX and others... and i wrote to Kpt. L. and Privateer about this problem (why are not corrected) for GWX 3... but ... "но воз и ныне там..." ... and i have removed these phrases (in previous post)... not to irritate anybody...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 10-14-10 at 03:40 AM. |
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#12 |
Medic
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Solution to the problem in the first post:
It's exactly as rowi58 said - the compass was not centered... not in Turm7c_1_hd.dat, but in Turm7c_8_hd.dat ![]() ![]() At first I've found similar turm in Turm7c_5_hd.dat, so I've fixed it there, but it didn't help. I didn't know that the game is using three files (Turm7c_1_hd.dat, Turm7c_5_hd.dat, Turm7c_8_hd.dat) for one turm ![]() I didn't know how to center the 3d model in wings3d, so I've just exported the good, centered model from Turm7c_1_hd.dat, imported it in Turm7c_8_hd.dat, and copied the node positioning from the good compass. The good thing is, that I know now how to repair it. The bad - I cannot share it because of the size of the files and as I see, the GWX external compassed are broken in this aspect, so it's a fix that must be repeated with change of u-boat type.
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#13 |
Sea Lord
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#14 | |
Medic
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I cannot agree with you. Certainly the game is using Turm7c_1_hd.dat and Turm7c_8_hd.dat at the same time in my campaign - I've had to fix the compass in 7c_8 to see it in game, and I see at the same time the lightmap that is in 7c_1.
Quote:
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#15 |
Eternal Patrol
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Hi волк,
just for your information. Turm7c_1_hd.dat up to Turm7c_4_hd.dat are the "original" Turms by Stock SH3 and are only used for playable type VII C Uboats (see Basic.cfg) Turm7c_5_hd.dat up to Turm7c_8_hd.dat are clones of the first four turms, used only for the AI-Uboat type "NSS_Uboat7c41", made by serguto and rubini (see rubini's "HarborTraffic 1.46 MOD"). So you can vary your AI-Uboats VII as you want. Greetings rowi58 |
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