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Old 02-21-11, 11:58 PM   #1
Ducimus
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Default [REQ] I need much smaller flag model

I need a much smaller flag model. The reason should be obvious.
(Id fix this myself, but this seems to be a 3d model and mesh animation issue, which is well beyond me)
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Old 02-22-11, 01:57 AM   #2
Captain von Keldunk
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Flags

Hello
Anvart has sh3 flag mod, small flags also he can rise and lower flags by key
commands. maybe he can make them to work with sh4 also
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Old 02-22-11, 11:59 PM   #3
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Check with Tater. I seem to recall he had solved this issue as part of his Japanese Merchant Marine work.
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Old 02-23-11, 04:37 PM   #4
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How much smaller?
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Old 02-23-11, 06:01 PM   #5
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Quote:
Originally Posted by Nisgeis View Post
How much smaller?
What ever would be porportional to that flag pole you see in that picture that is on most conning towers.

See pictures of USS Gato here:
http://www.navsource.org/archives/08/08212a.htm

This photo in specific:
http://www.navsource.org/archives/08/0821237.jpg
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Old 02-23-11, 06:05 PM   #6
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Quote:
Originally Posted by Ducimus View Post
I need a much smaller flag model. The reason should be obvious.
(Id fix this myself, but this seems to be a 3d model and mesh animation issue, which is well beyond me)
bloody rusty hull, you have here
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Old 02-23-11, 06:21 PM   #7
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Quote:
Originally Posted by Vendor View Post
bloody rusty hull, you have here
I was (and am) having problems generating normal maps for fooskins for some reason. If i had to choose between rusty textures or flat textures, ill settle for rusty.
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Old 02-23-11, 06:26 PM   #8
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Quote:
Originally Posted by Ducimus View Post
I was (and am) having problems generating normal maps for fooskins for some reason. If i had to choose between rusty textures or flat textures, ill settle for rusty.
What I would do
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Old 02-24-11, 06:40 PM   #9
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I've got a scaled down group of the .obj files if you want them.
They would need renamed and a edit to the .obj file is needed.
It's easy to do, but there are 98 or so to do.
I renamed the first 2 and edited the first .obj as an example of what to do.

I can include exact instructions if you want.

The plug-ins I use with Max don't have provisions for nameing the files as needed.
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Old 02-25-11, 11:05 AM   #10
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I just made the texture map with an alpha channel over the parts I didn't want
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Old 02-25-11, 11:32 AM   #11
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I just edited the mass exporter script for 3D Max.
It now names the exported files to work with S3D.
I tested the output by importing with S3D.
Works great now.

I'll post up the objs ready to import.

http://www.mediafire.com/?lxbv3efyjz729ty

If they are not quite sized right?
Let me know and I'll adjust them.
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Old 02-25-11, 03:08 PM   #12
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Quote:
Originally Posted by privateer View Post
I just edited the mass exporter script for 3D Max.
It now names the exported files to work with S3D.
I tested the output by importing with S3D.
Works great now.

I'll post up the objs ready to import.

http://www.mediafire.com/?lxbv3efyjz729ty

If they are not quite sized right?
Let me know and I'll adjust them.
Thanks privateer. The model in S3D is definatly smaller! I'll let you know how it works out.
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Old 02-26-11, 04:09 AM   #13
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Quote:
Originally Posted by privateer View Post
If they are not quite sized right?
Let me know and I'll adjust them.
I'll let you be the judge.



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Old 02-26-11, 06:19 AM   #14
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Lookin' great!

Now if we could just attach a broom to the scope housing to show a clean sweep, it would make docking a fun thing to do.
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Old 02-26-11, 09:33 AM   #15
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Quote:
Originally Posted by Ducimus View Post
I'll let you be the judge.



I did export the Conning Tower as a reference for size.


Do you have any reference photos of the Flag mounted in RL?
The Scripts I have for Max allows a very quick adjustment to the obj files now.
So any re-scaleing is less then a 2 minute job.


Maybe a bit of Rope added so it actually looks attached?
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