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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
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Today we made something!!
![]() ![]() ![]() And for today we wanted let us suppl.-smooth-eat see! Well tomorrow continue we!! The camouflage is not correctly - however better than nothing. SLIDESHOW http://img230.imageshack.us/slidesho...377604mdc.smil <embed src="http://img230.imageshack.us/slideshow/smilplayer.swf" width="426" height="320" name="smilplayer" id="smilplayer" bgcolor="FFFFFF" menu="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=img230/7670/1191377604mdc.smil"/> <br/><a href="http://imageshack.us/slideshow/index.php">Go to ImageShack® to Create your own Slideshow</a> Last edited by Tomi_099; 10-02-07 at 09:17 PM. |
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#77 | |
Black Magic
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#78 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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#79 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
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You never fail to amaze me! That so rocks!
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#80 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
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Tomi I have a question for you. Once I import the image to Wings3d do I have to invert it before I can use the UV editing?
First time I didnt' do that and you can see from the image above. I tryed inverting it and I can see all the details like the model shows in game with out the textures. This is the right way to work with it... Right:hmm: If yes then once I finished tweeking it do I have to reinvert it before I export it? Sorry to be a pain. ![]() ![]() |
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#81 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,813
Downloads: 11
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Woah how did i miss this one??
I love it - great work, looking forward to it. |
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#82 | |
Sonar Guy
![]() Join Date: Apr 2007
Location: 14 Meters
Posts: 394
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OMG ![]() ![]() |
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#83 |
Sonar Guy
![]() Join Date: Apr 2007
Location: 14 Meters
Posts: 394
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If they do launch vertical, how will they work as far as ammunition, will you be issued say, half dozen mines at beggining of the patrol that do not take up regular type 7 torpedo slots? Or will they display just like a torpedo? Or am I mis-understanding?
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#84 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
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Hello!! Racerboy!!
![]() If you can take over the part with the mines. Because you the Hex artist. ![]() You can help me wery well. I thought this we option from BOLD take over. With the button pressure in the play could expel Bold then in the future mines will to thrust. Somebody had this Written should serve you as a help [TEC] Standard Names used in DAT files(?) Is there a list someplace of such names? Maybe people who know could chime in and make a FAQ. For example, _cos is a funnel. Cabina seems to be the bridge. I guess if I knew rumanian I'd be golden, lol. Any standard stuff would be cool to have in one place though. For example on the stack on Minekaze, if you delete the appropriate cos chunk, the top half of the stack goes away. Is there a standard nomenclature used for the bottom half of a stack? That sort of thing. For SH3: shipname_ShipWake = shipwake shipname_siajF = bow right splash shipname_siajF2 = bow left splash shipname_siajB = stern splash (splashing water above propeller) ... _siajF01 = Submarine bow splash (right) ... _siajF01_02 = Submarine bow splash (left) ... _siajF02 = Submarine bow splash ... _siajF02_b = Submarine bow splash ... _siajB = Submarine stern splash ... _siajC = Submarine CT splash ... _siajC_b = Submarine CT splash aud_engine_shipname = Sound of engine aud_engine_diesel_ ... = Submarine diesel engine sound aud_engine_electric_ ... = Submarine electric engine sound aud_fore_ ... = Sound of bow wave aud_propeller_ ... = Sound of propellers aud_sink_B_ ... = Sinking back sound aud_sink_F_ ... = Sinking forward sound -- cfg#E01_ ... = Sub Emblema 1 cfg#E02_ ... = Sub Emblema 2 cfg#A01_ ... = A-A Armament cfg#A02_ ... = A-A Armament cfg#ALB_ ... = Submarine Ballast Launch :hmm: cfg#B01_ ... = Bomb Armament cfg#BLD_ ... = Submarine Bold Decoy Launch :hmm: cfg#C01_ ... = Radar RWR cfg#D01_ ... = RadioDF cfg#FLG_ ... = Flag cfg#FLGC ... = Flag civil. cfg#FLS_ ... = Flag (small) cfg#FLSC_ ... = Flag (small) civil. cfg#TXR_ ... = External texture cfg#H01_ ... = Hydrophone 1 cfg#H02_ ... = Hydrophone 2 cfg#SNK_ ... = Snorkel cfg#K01_ ... = Cargo cfg#L01_ ... = Search Light cfg#M01_ ... = Main Armament cfg#N01_ ... = Sonar cfg#O01_ ... = AI_Visual (Lookout on conning tower) cfg#O02_ ... = Periscope/Attack cfg#O03_ ... = Periscope/Observ cfg#R01_ ... = Radar cfg#S01_ ... = Secondary Armament cfg#S02_ ... = Secondary Armament cfg#S03_ ... = Secondary Armament cfg#T01_ ... = Torpedo Armament cfg#TAR_ ... = Submarine Torpedo Armament cfg#W01_ ... = ASW Armament (KGun, YGun, Hhog, DCRack) cfg#Z01_ ... = Submarine Turm shipname_dummy_funnel = Smoke Thanks - I appreciate it. How you think about that ??? Last edited by Tomi_099; 10-03-07 at 09:45 PM. |
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#85 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
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#86 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
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Wolfehunter
----------- Tomi I have a question for you. Once I import the image to Wings3d do I have to invert it before I can use the UV editing? First time I didnt' do that and you can see from the image above. I tryed inverting it and I can see all the details like the model shows in game with out the textures. This is the right way to work with it... Right If yes then once I finished tweeking it do I have to reinvert it before I export it? Sorry to be a pain. I'm trying to figure out how to do this. IF I do figure this out I will make it easier for everybody to skin. -------------------------------------- Please, somebody can help Wolfehanter. Or Describing your problem, maybe with a picture excuse. I do not believe you with exporting problem has. ![]() You were able to the figures in W3D positioning, and an UVW mapping for the figure provide. By the clones kud you several figures in W3D provide and can use the same Skin. If you want to use several Skins it is to be integrated advisable about Pack3D . ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++ Moin, carrying the texture mapping forward to the game isn´t that complicated. • First of all make sure you assign the appropriate ID´s to all faces/polygons. • The texture´s names you use are unimportant. Export to *.obj and import using Pack3D. • Open your hex editor and search for the object´s node. At the end of the data block you´ll find all that´s needed to assign the textures. The pic below contains all you need to know. (it´s an early stage screenshot of my speedboat *.dat) ![]() ![]() @privateer: see the OBJECT 3D ID, it contains 15 digits only. 0A 8E EA A2 47 BB 85 2D. Seems that Pack3D uses to cut the leading 0. @urfisch: looking at the subpen screenshot I think it could be the same annoying issue as with the u-boat interior. The pen´s 3D object data block probably contains a TMAP section. ref supposed it could be some kind of prelighting. But for now I don´t know how to bring that one in. Even re-importing the original *.obj results in a loss of this information. That´s the reason why it looks that foggy. Every other object that is brought into the scene looks pretty well lighted since it has it´s own TMAP section. Regards, I found this for long Time. I hope it helps you Last edited by Tomi_099; 10-06-07 at 10:15 PM. |
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#87 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
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All right Tomi. Step by step.
Import obj image. Turm7b_1_hd.obj http://i240.photobucket.com/albums/f...ngs3dshot1.jpg Here you see it untouched. Just imported it. I click on Right most Triangle I click on model I rightclick and click on UV mapping I click on Force segment http://i240.photobucket.com/albums/f...ngs3Dshot2.jpg Here you see I started to UV edit I click on right most triangle I right click and click on Segment by Feature detection http://i240.photobucket.com/albums/f...ngs3Dshot3.jpg Here UV remaping was done by the program. I right click and click on Segment by Projection http://i240.photobucket.com/albums/f...ngs3Dshot4.jpg I right click and click on continue I click on Projection Normal then I get and error message all the time. It doesn't matter if I invert it or not. I even take the time to remap it manually and see how that works but ends up the same. I get some type of funky error. I'm not giving up.. I'm just stuck right now. ![]() ![]() ![]() |
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#88 |
The Old Man
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Location: München / Germany
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Hello! If I I your model look I do not have as if some faces exist.
You Should import it once more. |
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#89 |
The Old Man
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![]() ![]() ![]() ![]() ![]() ![]() however, before we have done something. ![]() I think this is slow enough we should come to ends. Or ??? Last edited by Tomi_099; 10-07-07 at 02:09 PM. |
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#90 | |
Crusty Capt.
![]() Join Date: Sep 2007
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Thanks Tomi for the help. There is one difference. If I invert it. I see all the proper faces and some I shouldn't see. What I do to remove the odd face is click on ignore face and it goes invisable. Well there is always trial and error tactics hehehe. ![]() |
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